Yorick Build Guide by Sorryifisuck
Not Updated For Current Season
Not Updated For Current Season
IntroductionWelcome to my Yorick build. After much trial and error, I believe Yorick is best played as an offtank carry. I have yet to complete the build in game because it usually ends before I'm allowed to do so, but as soon as I do, I will post the results. In theory, the complete build should be unstoppable. What I've done is put together a relatively cheap early game build that dominates. The core of this build will allow you to successfully earn enough gold so that you can easily afford the late game items. The items below are sequenced with one thing in mind...cohesion. (This will be explained later.) This guide will be under construction for about a week or two. I just want to make sure everything works exactly how I want it too, and be able to provide a thorough, fun, and comprehensive guide. You all should know that I'm very open to critique and want to make this one of not the best Yorick guide to date. Any suggestions or advice is appreciated. =]
Oh yes, bodies will pile out of coffins once you set foot on the battlefield.
Greater Mark of Desolation
Armor Pen runes are simply the best Marks for AD champs, save for crit stackers like
They allow you to do some disgusting early game damage.
Nice for survivability. Allows you to stay in lane longer early game. Not to mention they are super cheap.
Again, good for survivability early game. Cheap and effective.
Greater Quintessence of Desolation
Same as the Marks, these allow for some gnarly early game damage. Especially when you focus on maxing out your
As an offtank/carry it is nice having map control. This allows you to arrive at your destination quickly. Whether you're defending a turret, pushing, or helping in a teamfight, teleport is the fastest way to get around the map and thus control the map.
I take this over because Yorick's Omen of gives you a decent speed buff while the minion is active. Though it would be a viable alternative.
Exhaust is pretty standard for an AD carry. It can help you escape, disable an attacker, or catch a fleeing enemy. Combined with Yorick's enemies will have a very hard time fleeing.
Optional Summoner Spells
Spells Not to Get
Early Game: First Buy
We want to spam our abilities with Yorick. Thus, Yorick is very mana starved during early game. These will help keep his mana pool up for maximum spell spamming.
In order to maximize Yorick's skills we will have to get close on occasion. This means possibly taking a lot of damage. These will help sustain him early game.
Early Game: Second Buy
No more mana issues! We are building this into a later.
Let's start getting some MR. Personally, this is what I would normally go for. These allow for some good defense as we aren't just a dps/carry, we want to be a bit tanky and we don't get our heavy MR item until later.
If you got a first blood and have been farming well you should have enough gold to purchase this. If not, don't worry, let's grab it next time.
Alright, time for some armor. With this, we are setting up for our next item. Not only will we have some nice armor, but our attack gets boosted too!
HAHA! Now your opponents should be ready to hit the surrender button. With Warmog's you gain a sizable amount of health, which will stack with your and increase your attack damage. Not to mention, you now have health regen which really compliments your
More health, attack, and a slow. Exactly what we need for ensuring successful ganks. Again, the comes into play, increasing attack damage by stacking more health. All the while providing some serious slowing power.
If you've made it this far, you're going to be unstoppable. You know have a gross amount of health regen, maximum health, and a pretty decent amount of MR and Armor.