Yorick Build Guide by stinglock
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
This guide focuses on 3 stats hp/mana regen/ad and allows you to make full use of Yoricks passive; his ghouls and the fun; that comes along with pushing out waves after wave of ghouls!
Glass cannon builds seem like fun and I even saw a few getting AS which was strange but would make sense if you were focusing on putting out alot of damage with Q, but I like ghouls and pets and staying alive. So no AD or AS focus in this build.
Please keep this in mind, if you are looking for pure DEEPS or a carry yorick see one other guide or the many others that will spring up, downvoting due to not being the same as the other guides or not working to YOUR playstyle is hilarious, I got flamed one game for not having lots of kills, never mind the fact I had the least amount of deaths, the highest ***its, and our team won rather easily and I was having fun casting up a storm the entire game.
Did I mention I enjoy spamming ghouls? Gosh, they so much fun, if you think that they are useless please, find another guide to read, this is not what you are looking for.
Runes, are pretty flexible, the current runes chose are setup to assist Yorick until he hits lvl 5/6.
Add's more punch to your qwe (and your auto attack).
+ = More Green Bars
Greater Glyph of Replenishment = Mana Regen
By then he should have items to boost/enhance these stats further, Each rune choice is based on it's most effective placements, replacing them with scaling runes would work also.
The reason for Ad an no Armour or Magic pen is simple, half his skills do physical (q+r), half do magic (w+e) while they all rely on AD, so naturally, the benefit all of your skills get some AD!
The secondary build that I'm looking to put up focuses on early game damage relying purely on AD runes for the extra punch and starting off with less defensive and more offensive items.
Masteries for Mana Regen/CDR/ Magic Pen and and the 7 in utility line for Strenght of Spirit, I'm rather addicted to this mastery for anyone who needs a large or healthy mana pool, and if you do want to keep a swarm of ghouls up you will need one.
The secondary build drops strenght of spirit for a few extra points in havoc that gives you a few extra AD points for added gain with minimal pain.
Items? I'll have everything but hold the AP thanks.
The suggested runes give you some nice hp, keeps the mana trickling in, and adds some extra punch to your skills until you can get your real kit on.
The starting item would probably be regen pendant/hpot to keep your large hp bar full.
Then come first shop belt it up and look at the warmogs.
Next up, get your tear or philo on, I'd probably suggest tear over philo after the recent changes, this is to keep the mana pumping in and allows you to push out a few more cycles of ghouls when neeeded.
The secondary build looks at frozen mallet first instead of warmogs and then backs this up with more AD and the Mana.
EQW - Then max in that order.
Why? I'll expand this later but E keeps you alive, use it sparingly, and with your hp, the ghouls will be able to tank a few hits, dish out a few hits and usually give you a good return.
When using E on a champion and if mana is permitting, I'll usually push out a W first, as a decoy ghoul then follow straight away with the R, so if they do bother hitting the ghoul the lifestealer should be able to get a few swipes in netting you some of that lovely green life force.
From here, it's time to mess his face up with your q, this gets leveled for the simple reason as it's your escape, and it's also your main source of melee damage.
If you have a good laning partner you could switch e with w. Still yet to try this out.
5% extra damage is ok, 15% is better, having the mana to spam ghouls enables you to make use of this often.
The 30% AD and HP is great, this allows you to make your ghouls take hits, and push out good hits. While some say forget about the HP and the ghouls, I say embrace them, and make them last the duration and take a more hits than a minion to kill.
Omen of War
Scales off your total AD and not your bonus like the other two which is great. Makes it a great earlygame dmg tool as it;s
Omen of Pestilence
Your slow, your ranged aoe, throw it out when you need to play catchups, clear a wave, or just bring another ghoul to the party.
Omen of Famine
I level this first, it's costly, it's got the worst cooldown but the regen is just too good to pass up, with this skill added to some nice HP and AD he will harvest hp for the full 5 seconds.
Omen of Death
into a stupid dive? You can! Just alt click the lil blighter after you've ulted him.
It's like the morde ghost, so much fun!
Simple, teleport gets you around the map quickly and you won't be a glass cannon so you can hold out until backup arrives or tp to the ward in the bush and run in with your shroud of ghouls.
Flash is for those silly walls, switch it up with whatever you fancy but usually something to help you escape is good as you won't always be able to melee something to get your speed boost.
This is mainly a placeholder for my build after taking him out for a few games last night , feel free to drop comments. I'm not looking for votes I just really like this site for creating guides on.
I'm looking at adding two or three variations including a jungle build if I get around to it, anything text that relates to any build other than the first will clearly noted.