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Yorick Build Guide by Shadeol

This build has been archived and is for historical display only.

PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.


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League of Legends Build Guide Author Shadeol

Welcome to the Jungle | [S5] Jungle Yorick

Shadeol Last updated on June 3, 2016
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// Updates //

6/03/2016::
- Finally decided to put this on archive. Thanks to all the people that read my guide and gave suggestions.



6/28/2015::
- Removed outdated information (Juggernaut enchant).

1/23/2015::
- Long, overdue update.
- Revamped outdated information.

7/21/2014::
- Patch updates.
- Mastery/item tweaks.

4/6/2014::
- Format changes and fixes.

2/27/2014::
- Added 'Patch Change Log' to hopefully give better feedback on patch note changes to items/Yorick.

2/16/2014::
- Small edits/fixes.
- Mood music in Introduction.

2/3/2014::
- More nit-picky clean ups here and there.
- Added a fun little solo Baron video in "Why Should I Jungle Yorick?"

1/30/2014::
- Fixed a few typos, particularly with the Defense build sections (4/21/5 -> 2/21/7).

1/29/2014::
- Added a Defense mastery build with altered Glyphs to compensate for loss of CDR.


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// Patch Change Log //


Patch 4.20 | Jungle Revamp



Hunter's Machete now builds into 4 different jungle items that will affect Smite.
-- Kinda big, but it just means that you no longer build Spirit of the Elder Lizard. You won't need Ranger's Trailblazer with your amazing healing, and tear should help with your mana. Go for Skirmisher's Sabre or Stalker's Blade.

Patch 4.11 | Quill Coat Introduction


Spirit of the Ancient Golem now builds out of Quill Coat, but lost Tenacity.
-- Yorick needs Spirit Stone to keep up his jungle sustain, so you should try going for Spirit of the Elder Lizard instead for more damage. Don't forget to swap Boots of Mobility for Mercury's Treads if needed.



Patch 4.5 | Rune Changes/Gragas, Rengar, & Miss Fortune Reworks


All champions have gained +4 base armor.
Greater Seal of Armor gives 1 Armor, down from 1.41.

-- Armor seals give 3.69 less total armor, but the base armor increase makes up for it. They can be kept or swapped with Scaling Armor or Health seals.

Dragon now has less attack damage, but his attacks now do bonus damage equal to 5% of the target's current health. Rather than slowing attack speed, Dragon's attacks now lower the target's damage. For each level after Level 9, Dragon gains +13 armor, +5.85 magic resist, and his bonus damage additively increases by 0.5%.
-- Dragon solos are a fair bit more annoying, especially early on.



Patch 4.4 | Heimerdinger Visual Update/Kassadin Rework


Bug Fix: Omen of War was giving Yorick permanent unit collision after casting.

Bug Fix: Targets of Omen of Death were losing multipliers from Rabadon's Deathcap, Last Whisper, and Void Staff at random times after becoming a zombie.



Patch 4.3 | Vel'koz Release


Tear of the Goddess - Now also grants +1 maximum mana per 8 seconds.
-- Manamune rush is even less necessary. Ghoul spam and this new passive will stack Tear very quickly.

Spirit Stone items - Restore slightly less health/mana with damage dealt, but AoE spells now heal for full damage instead of half.
-- Spirit Stone and Spirit of the Ancient Golem provide a little less sustain, but now the AoE from Omen of Pestilence (W) heals for more.

Boots of Mobility - Move speed in combat nerfed from 45 to 25. Out of combat move speed is not affected. Gold cost has been reduced from 675 to 475.
-- Chasing is a bit more difficult, but you can get your roam on earlier. You can swap these out for Ninja Tabi or Boots of Swiftness if you find yourself in a lot of teamfights.



Patch 4.2 | Xerath Rework


Yorick's ghouls: No longer immune to movement and attack speed slows.



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Introduction


Hello all, and welcome to my Jungle Yorick guide!

I originally created this guide to fit with the new Spectral jungle items in Season 4, but stopped updating it for a while. With the new changes and jungle items, I'm hoping to bring the guide back to its former glory.


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Pros / Cons

Pros


+ Unbeatable health sustain
+ Has ghouls to tank monsters for him
+ Great at sticking onto targets
+ Able to bring carries back to life to finish fights
+ Capable of becoming very tanky while still putting out damage
+ Capable of early game Dragons/Barons
+ There is no counter
Cons


- Spammable, low CD abilities can result in low mana
- No gapclosers
- Highly suspectible to CC
- Ult requires proper usage and timing


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Skill Explanations [R > E > W > Q]

Unholy Covenant (passive)


Yorick's abilities will summon ghouls, each one gaining 35% of Yorick's total AD and max health. These ghouls will also lose 10% of their max health every 0.5s. In addition, Yorick takes 5% less damage and deals 5% more damage for every summon (ghouls + ulti) active.
Simply put, Yorick does more damage and takes less damage for every summon that's out. With max CDR, you can essentially keep all three summons out permanently, making him tankier while still putting out damage.

Omen of War [Q]


Yorick's next auto-attack will deal bonus flat physical damage, along with 120% of Yorick's AD. In addition, this auto-attack will summon a Spectral Ghoul that will make Yorick run faster while it's active.
A standard buffed auto-attack. This provides nice movement speed, and can potentially do a lot of damage if you build enough AD. Typically, you'll max this last after R, E, and W.

Omen of Pestilence [W]


Yorick summons a Decaying Ghoul at target location that deals flat magic damage, along with 100% of Yorick's AP. Enemies hit by the summon are slowed for 1.5 seconds, and enemies that continue to stay near the ghoul are slowed for half of that amount.
This summon can be dropped anywhere, meaning you can throw him blindly into bushes and such. This ability does more damage per skill-up than Q and slows enemies, allowing your allies to catch up in chases. Max third behind R and E.

Omen of Famine [E]


Yorick deals flat magic damage to an enemy, along with 100% of Yorick's bonus AD, and heals for 40% of the damage dealt. In addition, Yorick summons a Ravenous Ghoul behind the target that will heal Yorick for 100% of its damage to champions and 50% of its damage to minions.
The source of your sustain. The initial heal is nice, but when you have Manamune he can do some pretty nice damage and healing while it's alive. Max second behind your R.

Omen of Death [R]


Yorick summons a copy of a targeted allied champion, lasting for 10 seconds. The copy gains a percentage of the target's max HP and AD as its own. If the ally dies while the copy is still active, the copy will instantly die and will bring the target back to full life for 10 seconds before dying. The target has full control of the copy and can continue to use their own abilities.
You can summon a copy of yourself or another allied champion that acts as a summon for your passive. If the target dies, it allows them to come back into the fight and help finish it. Max first.


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Utility [9/0/21] | Runes / Masteries

Runes

Greater Mark of Attack Damage
9

Greater Seal of Armor
9

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Movement Speed
3
Masteries
4/1
1/1
3/5
1/1
3/5
3/1
3/1
1/5
1/1
3/1
3/1
3/
1/

Runes

Masteries


Marks

Flat AD marks are nice for the initial clear and provide more damage for your E and Autos.

Seals

Flat Armor seals are really helpful for the initial clear, but you can try swapping them out for Scaling Health/Armor instead.

Glyphs

Scaling/flat magic resist is standard.

Quintessences

I like going Move Speed quints for roaming, but you can swap them out for your own preferred ones. Other good options are AD or Armor.


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Offense [21/9/0] | Runes / Masteries

Runes

Greater Mark of Attack Damage
9

Greater Seal of Armor
9

Greater Glyph of Cooldown Reduction
6

Greater Glyph of Scaling Magic Resist
3

Greater Quintessence of Movement Speed
3
Masteries
1/5
4/1
1/1
3/5
1/1
1/1
3/5
1/1
1/1
1/
3/
1/
2/5
2/1
1/1
3/5
1/1

Runes

Masteries


Marks

Flat AD marks are nice for the initial clear and provide more damage for your E and Autos.

Seals

Flat Armor seals are really helpful for the initial clear, but you can try swapping them out for Scaling Health/Armor instead.

Glyphs

Since you have aren't getting the extra 5% CDR from Utility, you can use 6 flat CDR glyphs instead. If you don't mind losing out on 5% CDR, then stick with Scaling MR.

Quintessences

I like going Move Speed quints for roaming, but you can swap them out for your own preferred ones. Other good options are AD or Armor.


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Mixed [21/0/9] | Runes / Masteries

Runes

Greater Mark of Attack Damage
9

Greater Seal of Armor
9

Greater Glyph of Cooldown Reduction
6

Greater Glyph of Scaling Magic Resist
3

Greater Quintessence of Movement Speed
3
Masteries
1/5
4/1
1/1
1/1
3/5
1/1
1/1
3/5
1/1
1/
3/
1/
3/5
3/1
1/1
1/5
1/1

Runes

Masteries


Marks

Flat AD marks are nice for the initial clear and provide more damage for your E and Autos.

Seals

Flat Armor seals are really helpful for the initial clear, but you can try swapping them out for Scaling Health/Armor instead.

Glyphs

Since you have aren't getting the extra 5% CDR from Utility, you can use 6 flat CDR glyphs instead. If you don't mind losing out on 5% CDR, then stick with Scaling MR.

Quintessences

I like going Move Speed quints for roaming, but you can swap them out for your own preferred ones. Other good options are AD or Armor.


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Items

Starting Items


Hunter's Machete and 2 potions is the standard jungle start. Most junglers would opt for 2 Health Potions, but Yorick can go for just one and a Mana Potion, especially if you're starting Red side. Hunter's Machete = 400g
Health Potion/ Mana Potion = 70g
TOTAL = 470g

Early Game




Upgrading Hunter's Machete increases your gold income (15 more gold on large monsters) and lets you start using Smite offensively. Since Yorick has great health sustain through his E, you can forego Ranger's Trailblazer and opt for Stalker's Blade or Skirmisher's Sabre instead. Stalker's Blade helps you stay on targets (especially if you don't grab Iceborn Gauntlet) while Skirmisher's Sabre is great for dueling and putting out more damage on priority targets.

You'll also wanna grab an early Tear so you can start stacking it quickly with your spells. Tear helps to counteract the mana problems you'll be having.
Machete Upgrade = 350g
Tear of the Goddess = 720g
Boots of Speed = 350g
TOTAL = 1420g

Upgrades




Manamune is the obvious upgrade for your Tear, but it's not entirely necessary to rush it. You'll stack Tear fast enough as is and you'll lose the free +1 stacking by upgrading. I'd opt for upgrading your jungle item and boots first, but the decision's up to you.

Enchantment: Warrior will give you some nice combat stats and 10% CDR, making you more effective at fighting.

Boots of Mobility are nice for roaming, but you can go for Ninja Tabi/ Mercury's Treads if the situation calls for it.
Manamune = 1480g
Enchantment: Warrior = 1500g
Boots of Mobility = 475g / Mercury's Treads = 875g
TOTAL = 3455g / 3855g

Capping CDR




With 5-10% CDR from Runes/Masteries and 10% from Enchantment: Warrior, you only need 20-25% CDR to cap out. Capping out your CDR is nice to maintain all your ghouls for your passive.

The common items to pick up are Frozen Heart and Spirit Visage for the health, mana, and increased healing from your E. However, you can also go Iceborn Gauntlet for better chasing (if you went Skirmisher's over Stalker's) or Locket of the Iron Solari for the team.
Iceborn Gauntlet = 750g
Sheen = 1200g
Glacial Shroud = 950g
TOTAL = 2900g

Frozen Heart = 450g
Warden's Mail = 1050g
Glacial Shroud = 950g
TOTAL: 2450g

Spirit Visage = 650g
Spectre's Cowl = 1200g
Kindlegem = 850g
TOTAL = 2750g

Locket of the Iron Solari = 50g
Aegis of the Legion = 1900g
Kindlegem = 850g
TOTAL: 2800g

Optional Items








Warmog's Armor is a pretty standard buy if you're looking for more health. The health also transitions to your ghouls, making them less likely to fall over to AoE during fights.

Sunfire Cape and Randuin's Omen are your standard armor items. Sunfire gives you a little more damage in the form of its magic damage AoE, while Randuin's is a nice counter to carries and allows you to keep on them if you didn't go for Stalker's Blade or Iceborn Gauntlet.

Banshee's Veil and Maw of Malmortius are the standard magic resist buys. Banshee's can eat enemy CC that's keeping you from engaging. Maw is effective at preventing nukes and buffs you during extended fights where your health is dipping a bit low.

Guardian Angel is a bit less standard, but is a nice buy if you find yourself receiving a lot of focus from the enemy team.

Trinity Force is a great buy if you're looking for damage and didn't grab Iceborn Gauntlet. Sheen items work well with how spammy Yorick can be with his abilities.
Warmog's Armor = 2830g

Sunfire Cape = 2650g

Randuin's Omen = 3000g

Banshee's Veil = 2750g

Maw of Malmortius = 3200g

Guardian Angel = 2750g

Trinity Force = 3703g


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Why Should I Jungle Yorick?

Yorick has fallen to the wayside. While he still sees some occasional play, he's largely been pushed out of top lane by mobile champions ( Gnar Lissandra) and strong bruisers ( Irelia Renekton).

Jungle Yorick allows him to farm up the items he needs and show his strengths around the map instead of mindlessly shoving top lane. While his ganking isn't superb, Omen of Pestilence can provide a hefty slow for your allies to catch up. Omen of War and Stalker's Blade also make up for your lack of gap closers by giving you more mobility.

If your team doesn't need ganks, you can farm up your items fairly quickly and do some pretty fantastic work controlling objectives.