Yorick Build Guide by bonare
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.
Although I am by no means an expert on LoL or Yorick himself, I have been playing Yorick since the middle of Season 2 and feel that I have finally come up with a respectable build for Season 3. I do not play ranked games, but I have won more than 20 games with Yorick this season and lost only 4. The top-lane build I follow allows you to harass your opponent effectively early game and leads to a tanky damage dealing MONSTER mid-late game. So, if you think you are worthy of the task, jump right in and let the DOMINATION begin.
Although Yorick is traditionally thought of as a Top-Lane Champion, he is also very good at fulfilling other roles in the team dynamic. The builds on the right are for Support and Jungle Yorick (recommended for the more adventurous summoners). While I recommend playing Yorick solo-top, he is viable in other lanes and these builds provide examples for these positions.
In addition to an updated S3 build, I have also provided the build that I used for most of Season 2, which I feel is still viable (although not as potent) as the new build.
Flash- In my opinion, Flash is a must-have summoner spell on Yorick. Combined with Omen of Pestilence you can easily trap your enemy, or use the same combo to escape a gank.
Ignite- Extremely helpful in securing early kills. Flash in, drop all of your ghouls and Ignite and your enemy will go down much faster than they think.
Ghost - Helps escape ganks or catching fleeing enemies. Very good in combination with Omen of Pestilence. Has a lower cooldown than Flash but takes away some element of surprise and ability to escape over walls.
Exhaust - Helps to catch up to an escaping enemy, or escape from one chasing you down. Also useful in 1v1 damage trade-offs, would replace Ignite.
Teleport - Yorick can be very good at clearing a lane of minions and pushing towers when spamming his spells. This summoner spell would be helpful in catching the enemy team off-guard and taking down a tower which can have the potential to turn the game in your favor. I rarely take this however, because I find my choices to be much more beneficial.
Greater Seal of Armor - Provide some Armor, helpful in early damage trade-offs top lane.
Greater Glyph of Scaling Magic Resist - Provide Magic Resist later in the game, when AP Champions start dealing more damage.
Greater Quintessence of Attack Damage - Provide even more Attack Damage for last hitting minions and giving extra damage to your ghouls.
I choose this Mastery point distribution over one more focused on the Utility Tree because it adds the most value to you and your ghouls. Plus the item build provides you with substantial Mana and Mana Regen.
Deadliness - Extra AD makes your ghouls more powerful and helps with last hitting minions.
Weapon Expertise - Yorick rarely builds armor pen, so the 8% from this Mastery helps quite a bit.
Destruction - Yorick is excellent at pushing lanes. Extra damage to towers will let you take out your tower faster, giving you more time to gank other lanes.
Veteran's Scars and Juggernaut - Same reasons as above.
Hardiness and Resistance - Provide extra armor and magic resist, a little extra defense to keep you in the battle longer.
Legendary Armor - Same reasons as above.
Tenacious - Reduces CC, useful for chasing enemies or escaping.
Safeguard - Again, Yorick is very good at pushing lanes. If you get your enemy low, this will allow you to dive them while taking reduced damage from the tower. Also helpful in tanking towers later in the game.
Honor Guard - Adds to Yorick's passive, Unholy Covenant. When you have all of your ghoul's out and this Mastery, you will take 23% reduced damage, allowing you to be a total badass.
Faerie Charm is essential for early mana regen, and also builds towards your first item, Tear of the Goddess. Health and Mana potions help your sustain, and an early sight ward can be crucial for escaping an incoming gank. I usually toss it in the Tri-Bush around level 4 (if you're blue) or by Baron (if you're purple).
Purchase Tear of the Goddess as soon as you can to start building up mana from its passive. Buy basic boots if you have enough in the same back in order to move in and out for easy harassment. If you have gotten a kill or two, you may even be able to pick up a Long Sword to increase the damage from your ghouls and build towards Manamune.
Next back try to get Sheen, this will help with you damage output in 1v1 trade-offs. If you are taking a lot of damage, try grabbing a Giant's Belt instead. When you can, get Ionian Boots of Lucidity for the cooldown reduction, which will help you keep your ghouls out ready when you need them. If the other team has heavy CC or if facing an AP lane, you can go for an alternative boot choice in Mercury's Treads. However, I usually find the CDR to be more helpful.
These items make up the core of your build and I purchase them almost every game. Build Manamune right after Sheen to start making use of the mana you have been gathering. Then, turn Sheen into Iceborn Gauntlet for armor and more mana. When you have enough, grab Warmog's for health and to make your ghouls stick around even longer.
I usually go for The Bloodthirster after my core build, to really increase my damage. However, if the other team has a lot of AP or CC you may want to get Banshee's Veil first. Either way, buy the remaining item to complete your build.
Mercury's Treads - Replace the Ionian Boots of Lucidity with these if you are facing a tough AP lane or a heavy CC team.
Trinity Force and Frozen Heart - Replace Iceborn Gauntlet and Banshee's Veil with these for extra damage output. Only go this route if you have picked up a few early kills, as these items cost a considerable amount more than the usual build. Replace Banshee's Veil with Frozen Heart in order to make up for the mana and armor lost from Iceborn Gauntlet.
Maw of Malmortius - Replace Banshee's Veil for more AD than MR, or The Bloodthirster for more MR than AD.
Randuin's Omen - Replace Warmog's Armor if facing an AD heavy team, or Iceborn Gauntlet for a more tanky build.
Mikael's Crucible - Buy this if you find yourself running out of mana often. Replace Banshee's Veil, or replace The Bloodthirster if the other team has a lot of AP or CC.
Omen of Famine - I take a point in this at level 2, to build up some sustain. Max this first, it is essential for survivability and harassment. Remember, this provides 100% lifesteal against champions, and only 50% against minions, so using it to harass is very helpful.
Omen of War - I get one point in this at level 5 because it is difficult to use it before then. Also, it is easier to harass using your other two spells in early game, so you really don't need this right away. I max this last, as this build does not really have you doing huge damage up-close until later.
Omen of Death - at levels 6,11, and 16 to have a crazy-good ghoul by your side to double-team opponents by yourself. This is also useful in tanking towers. Use it on your ADC to get the most damage from it, as it works off of auto-attacks.
TIP: I usually don't use this on an ally unless they are prepared for it or they do much more damage than I do, because most of the time they don't know what it does and they waste the reanimation part of it.
Extra thanks to PartyzantPL for catching some first-publish errors, as well as tipping me off to Jhoijhoi's "How to Make a Guide" guide, it was extremely helpful.
Also, thanks to those of you who commented. I have tried to add some color and work on my format and will continue to do so, although I do not have much time.
And of course, a special thanks to Yorick for being such a complete powerhouse.