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Spells:
Ghost
Smite
Ability Order
Shepherd of Souls (PASSIVE)
Yorick Passive Ability
Introduction
Edit: In each section, there's a quick go-to spot at the top, then a more in-depth description below that. I suggest you read that. xD
Pros:
-New and interesting
-A farmed Yorick is a painful Yorick
-Good support DPS, not many of those around.
-Almost unkillable, if you play right
-Awesome ganker (if you do it right) with his slows and decent damage
Cons:
-6300 IP to buy. Rather expensive in my books
-Can be very squishy if you do not play him right
-Often gets focused
-His ult has a small glitch where sometimes it won't activate when you use it on your team mates, but this has only happened to me once
-New and interesting
-A farmed Yorick is a painful Yorick
-Good support DPS, not many of those around.
-Almost unkillable, if you play right
-Awesome ganker (if you do it right) with his slows and decent damage
Cons:
-6300 IP to buy. Rather expensive in my books
-Can be very squishy if you do not play him right
-Often gets focused
-His ult has a small glitch where sometimes it won't activate when you use it on your team mates, but this has only happened to me once
First off, runes; the key ingredient to making this possible. Since the buff on 7/8/11, he's been thrown back into the pool of viable jungling champions. But as I said in the beginning, runes are the key ingredient.
Greater Mark of Desolation
You'll want to have:
Marks-
5 Greater Mark of Desolation (+1.66 Armor Penetration)
4 Greater Mark of Scaling Attack Damage (+0.13 Attack Damage Per Level [+2.43 at Champion Level 18])
-- These can be interchangeable by either having the opposite numbers (4,5 instead of 5,4), or by having 9 Greater Mark of Scaling Attack Damage. Having a full set of Greater Mark of Desolation will have you failing in the jungle, and you'll fall behind fast. It's there for the champions.
Seals-
9 Greater Seal of Armor (+1.41 Armor)
-- Non-Negotiable. Without them you'll die in jungle very early.
Glyphs-
9 Greater Glyph of Scaling Cooldown Reduction (-.05% Cooldowns Per Level [-.09% at Champion Level 18])
OR
9 Greater Glyph of Scaling Magic Resist (+0.15 Magic Resist Per Level [+2.7 at Champion Level 18])
-- I say either, because a Yorick with CDR + Blue Buff, will dominate not only the jungle, but any ganks he does. Your summons are already a low CD, so why not make them lower? The MR runes are for survivability, for the more tanky type. I actually had these on by accident, and never noticed! So that's why I say they're a decent alternative. I wouldn't suggest any others.
Quintessences-
2 Greater Quintessence of Desolation (+3.33 Armor Penetration)
1 Greater Quintessence of Attack Damage (+2.25 Attack Damage)
-- Interchangeable; You can have 3 of one, or swap (1,2 instead of 2,1). But you should at least have 1 Greater Quintessence of Attack Damage.
Greater Mark of Desolation
You'll want to have:
Marks-
5 Greater Mark of Desolation (+1.66 Armor Penetration)
4 Greater Mark of Scaling Attack Damage (+0.13 Attack Damage Per Level [+2.43 at Champion Level 18])
-- These can be interchangeable by either having the opposite numbers (4,5 instead of 5,4), or by having 9 Greater Mark of Scaling Attack Damage. Having a full set of Greater Mark of Desolation will have you failing in the jungle, and you'll fall behind fast. It's there for the champions.
Seals-
9 Greater Seal of Armor (+1.41 Armor)
-- Non-Negotiable. Without them you'll die in jungle very early.
Glyphs-
9 Greater Glyph of Scaling Cooldown Reduction (-.05% Cooldowns Per Level [-.09% at Champion Level 18])
OR
9 Greater Glyph of Scaling Magic Resist (+0.15 Magic Resist Per Level [+2.7 at Champion Level 18])
-- I say either, because a Yorick with CDR + Blue Buff, will dominate not only the jungle, but any ganks he does. Your summons are already a low CD, so why not make them lower? The MR runes are for survivability, for the more tanky type. I actually had these on by accident, and never noticed! So that's why I say they're a decent alternative. I wouldn't suggest any others.
Quintessences-
2 Greater Quintessence of Desolation (+3.33 Armor Penetration)
1 Greater Quintessence of Attack Damage (+2.25 Attack Damage)
-- Interchangeable; You can have 3 of one, or swap (1,2 instead of 2,1). But you should at least have 1 Greater Quintessence of Attack Damage.
Masteries for jungle Yorick are fairly straight forward. Since he does have AP ratios, you want to take advantage of that due to his low damage output, while also having survivability. You'll want to go 0/9/21.
Offense: 0
Defense: 9
- 3/3 in Resistance
- 3/3 in Hardiness
- 3/3 in Strength of Spirit
Utility: 21
- 3/3 in Good Hands
- 3/3 in Perseverence
- 4/4 in Awareness
- 3/3 in Meditation
- 2/2 in Utility Mastery
- 2/3 in Quickness
- 3/3 in Intelligence
- 1/1 in Presence of the Master
Offense: 0
Defense: 9
- 3/3 in Resistance
- 3/3 in Hardiness
- 3/3 in Strength of Spirit
Utility: 21
- 3/3 in Good Hands
- 3/3 in Perseverence
- 4/4 in Awareness
- 3/3 in Meditation
- 2/2 in Utility Mastery
- 2/3 in Quickness
- 3/3 in Intelligence
- 1/1 in Presence of the Master
Items! Very important to anyone playing this game, obviously.
Starting off:
-- Grab a and 5
**At level 3, go back, but do not buy anything. You don't have enough money for Madred's Razor, and you don't want to waste it on more pots.
-- Madred's Razor for faster jungling. Won't really use this too much until later, if you decide to buy .
Mid-game:
-- Without a doubt, a must have on Yorick. Good boost of mana, and mana regen, plus an amazing passive to have on Yorick. More AD for 2% of your mana, plus more mana each time you attack with it. Winning!
-- Start by getting a Sheen, then building it into the Trinity Force. The burst damage is amazing on Yorick, enough said. Just get it
-- Gives armor and crit-strike, and it's passive gives you more AD at 2% of your max health. Just like Manamune, you should get this.
Late-Game:
-- Armor, Mana, CDR, and Slow. Just get it, an amazing item to have.
-- Nothing like a boost to Health, Mana, and Magic Resist. Oh, and the blocking skill part every 45 seconds is a nice perk too.
Optional:
If you keep your Madred's Razor around, it's not a bad idea to make it into this. Good damage, armor, and better farming ability.
Good item, it gives the most AD, but is fairly expensive, and you need to have an upkeep farm to keep it there. Good for the lifesteal, but too expensive to use practically.
Decent, if you want to be a house... But it all depends on the enemy team. You might have more luck getting Force of Nature or Thornmail
I'll add more to this section later.
Starting off:
-- Grab a and 5
**At level 3, go back, but do not buy anything. You don't have enough money for Madred's Razor, and you don't want to waste it on more pots.
-- Madred's Razor for faster jungling. Won't really use this too much until later, if you decide to buy .
Mid-game:
-- Without a doubt, a must have on Yorick. Good boost of mana, and mana regen, plus an amazing passive to have on Yorick. More AD for 2% of your mana, plus more mana each time you attack with it. Winning!
-- Start by getting a Sheen, then building it into the Trinity Force. The burst damage is amazing on Yorick, enough said. Just get it
-- Gives armor and crit-strike, and it's passive gives you more AD at 2% of your max health. Just like Manamune, you should get this.
Late-Game:
-- Armor, Mana, CDR, and Slow. Just get it, an amazing item to have.
-- Nothing like a boost to Health, Mana, and Magic Resist. Oh, and the blocking skill part every 45 seconds is a nice perk too.
Optional:
If you keep your Madred's Razor around, it's not a bad idea to make it into this. Good damage, armor, and better farming ability.
Good item, it gives the most AD, but is fairly expensive, and you need to have an upkeep farm to keep it there. Good for the lifesteal, but too expensive to use practically.
Decent, if you want to be a house... But it all depends on the enemy team. You might have more luck getting Force of Nature or Thornmail
I'll add more to this section later.
In order of importance: QEWR (This is both leveling and using order. Attack with QEWR -- though save your R for when you need it.)
Why?
-- Your Q will be doing the most damage, plus its' summon gives you boosted attack speed and movement speed. Pair this with a Sheen, and you're like Nasus.
-- Your E heals you, idiot. When you have 1-2 points in this, you won't need to buy anymore pots after the initial 5.
-- Your W is good for a small AOE damage, and a slow. But as a jungle, getting this third is your main choice. Don't level this past 1 until your Q and E are 5
-- Your R is your ult. You always get your ult when you can. Kay?
Why?
-- Your Q will be doing the most damage, plus its' summon gives you boosted attack speed and movement speed. Pair this with a Sheen, and you're like Nasus.
-- Your E heals you, idiot. When you have 1-2 points in this, you won't need to buy anymore pots after the initial 5.
-- Your W is good for a small AOE damage, and a slow. But as a jungle, getting this third is your main choice. Don't level this past 1 until your Q and E are 5
-- Your R is your ult. You always get your ult when you can. Kay?
Just going to make this fast. And this is definitely the fastest way to jungle as Yorick. If you have anything to say, let me know, lol.
With your Q:
--Start at your Wolves, killing the main one first. DO NOT USE SMITE HERE.
--Pop a potion mid-fight, and go Smite the blue wraith. You should be level 2 now, and throw a point in your E. Pop your E on one of the mobs, and go to town. Make sure to use a potion if you're mid or below full health.
Make your way over to the golem twins, use your Q, then pop your E. Keep doing that, while making sure you have a potion on. You'll most likely run out of mana by the time the 2nd one is half dead, so this is where the potions help you most. This should make you hit level 3, and throw a point in your W. After killing them, go back to the fountain.
Using Ghost, make your way to your Blue Buff, focusing on the big golem. QEW, in that order. You may or may not have to use a potion. Use your smite when he's lower than 700.
Kill wolves again, then wraiths. After wraiths, your Smite should be back, and you should be level 4 by now.
Start attacking Red buff, focusing on the big lizard. Use whatever pots you have left, because you'll be low health at the end. If you use your skills in the right order, you should be safe. Use smite when he has around 700. Go back to fountain.
Now that you have that order down, do that over and over, being sure to keep an eye out for ganks or other junglers.
If they don't have a jungler, then that's free to use as well.
With your Q:
--Start at your Wolves, killing the main one first. DO NOT USE SMITE HERE.
--Pop a potion mid-fight, and go Smite the blue wraith. You should be level 2 now, and throw a point in your E. Pop your E on one of the mobs, and go to town. Make sure to use a potion if you're mid or below full health.
Make your way over to the golem twins, use your Q, then pop your E. Keep doing that, while making sure you have a potion on. You'll most likely run out of mana by the time the 2nd one is half dead, so this is where the potions help you most. This should make you hit level 3, and throw a point in your W. After killing them, go back to the fountain.
Using Ghost, make your way to your Blue Buff, focusing on the big golem. QEW, in that order. You may or may not have to use a potion. Use your smite when he's lower than 700.
Kill wolves again, then wraiths. After wraiths, your Smite should be back, and you should be level 4 by now.
Start attacking Red buff, focusing on the big lizard. Use whatever pots you have left, because you'll be low health at the end. If you use your skills in the right order, you should be safe. Use smite when he has around 700. Go back to fountain.
Now that you have that order down, do that over and over, being sure to keep an eye out for ganks or other junglers.
If they don't have a jungler, then that's free to use as well.
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