Yorick Build Guide by A_Drunk_Carry
[11.9] Yorick Meta Guide, Builds, Extensive Matchup Info [FoBy A_Drunk_Carry | Updated on April 28, 2021
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Runes: Standard Runes
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Ability Order Level up order
Threats & Synergies
This is who I ALWAYS ban. I've tested this matchup out vs similarly skilled friends who have never played Irelia before and still struggle to go even. Her Q eats your ghouls in one, while also regening her and resetting the Q off execute. You literally make her more powerful and a sustaining machine with insane farm. This is dodge worthy if you don't ban it, tbh.
My 2nd least favorite matchup after Irelia. Luckily he has fallen out of favor. A halfway competent Jax will simply save his Q for when you put your W wall down then counterstrike and stun you for absurd damage. He simply outscales you late as well, making split pushing nearly impossible.
This matchup isn't fun at all. Kled can dash through your wall to get to you. He has insane burst, tower dive potential, and can dash through you and your maiden and make all kinds of havoc. Once you ult your ghouls just make it so even a dismounted Kled can easily get his mount back as well.
Some more nightmare fuel for you. Trynd can easily spin out of your wall. He wacks the Maiden and your ghouls to get even more crit from his passive. He wins short and extended trades fairly easily.
The more annoying version of Vayne & Quinn due to the constant dashing. Becomes extremely problematic and he can kite you for days. Dorans shield and patience. If you catch him split pushing and hit him with an E it's pretty over for him. Otherwise, I'd abort mission.
This matchup can be pretty tricky. A good Fiora will save her raposte for your E, or even your W wall if she tries to get knocked up on purpose. Avoid early skirmishes with her and hide your vital points. This becomes winnable over time with 2-3 items from my experience. An early 800g for executioners goes a long way as well.
Difficult early, but definitely possible after 2-3 items. His burst potential is MASSIVE early. Don't get baited into E'ing him in close range, as he'll pull you in with his E, smack you up a few times, then use his empowered W to guarantee a won trade.
This annoying champ. She beats you early, and late as she can kite you to all hell. Pick your battles here. Let Quinn screw up and catch her without her jump up, and drop the spooky ghosties bomb.
Winnable, but you have to be careful. Due to PTA and her shields she wins short trades easily. Stay away from terrain as well. Save your E, Q, W combo for when she goes in. You win extended fights HARD.
For a while this was my least favorite matchup. However, after going for the tank runes w/Grasp and playing conservatively I've had much more success than failures in this lane. 90% of reneks will go aggro and shove the lane early. Let him, and count your small victories. You outscale renek hard later. Many Renektons will go ignite in this lane as well, expecting for you to try to fight early. Don't give them the satisfaction.
Voli has a lot of annoying burst potential. Avoid early skirmishes, as they'll often go PTA and rip you up. You outscale him hard.
Another bruiser that beats you early. Note that your E ghouls will attempt to follow him while invis if you hit it before he casts his clone.
Shen beats your ass early. He can just give himself an auto shield, his lvl 2 taunt pressure is insane, and his empowered Q autos > your Q early. It sucks but you'll be down farm early. Let it happen and wait for your chances. You can disrupt Shen ult with the edge of your W wall as well, which most Shens don't know/respect.
I rush QSS against this champ tbh. If you don't then your Maiden + ghouls don't come with you when you are taken to the shadow realm. An early executioners is very good as well, as his sustain is annoying. Immobile champ that's easy to beat w/items though. BEWARE THAT IF YOU ULT WHILE IN MORDE'S ULT YOUR MAIDEN WILL DISSAPEAR WHEN YOU RETURN TO THE RIFT. NEVER DO THIS.
Beat her early and mid game. She'll outscale and rip your Maiden and wall up post 16 tho. Get a big lead early.
Annoying. You win extended fights but her dashes + Q means you can't wall her.
A tricky matchup at times, but one that I feel is inherently 50-50. Darius will often go W level 1 to slow you and get off easy passive procs. Let him shove the wave early, you don't want to fight this lane until level 3. Darius is fairly immobile and easy to trap in your wall. Land an E, proc it with Q once you have 3-4 graves, and walk up to him. trap him in your W wall and let your ghouls do most of the work as you bonk him from time to time. NOTE: Grievous Wounds does WONDERs in this matchup due to Darius Q regen.
A meta champ that you'll see very often. Malphs will often go Comet here, just regen it with your Q autos on creeps + corrupting potion. You start winning this matchup super easily. Just ward up, as junglers will often gank this lane post 6.
Similar to Renek early with kill pressure, but more telegraphed and without an escape. Just play this one out real nice and patient. Beware early 2v1s and tower dives with Panth blocking tower shots.
As long as you dodge Q/don't get kited you can farm up. A good Gnar will always save his jump to escape your cage. However, if he ever used it offensively then you can punish with an E W combo. Go Dorans Shield.
He can't dash through your wall. Note that he hurts early and can one shot your ghosts, but post 6 it's pretty easy. Trap and slap this fool.
Fairly straight-forward. His Q is super telegraphed, and if he dashes in just unload your ghouls with E and your W wall. Get grievous wounds, trust me.
An annoyance with her passive + free ranged auto early but you beat her up just like other tanks later.
Beware his unstoppable on W. He can actually come out of your wall with it. Fairly easy though. Ward up and don't get ganked post 6.
Beware free Q or E dmg from Sion early. Fairly immobile, and you can block his ult with your wall too.
Just watch his barrel placements, but pretty easy. You wall him and then call your ghouls in to mug him. Oranges can't save you from the spooky.
The only tricky part is that he can jump out of your wall in his hammer mode. If Jayce ever goes in you just wall and ruin his day, though.
Only hard if you miss your wall. Get executioners for his ult. RIP Dr.
This lane is 100% dependent on you landing walls, which you should since Garen has to get close to you to even have a chance. Much like Darius I always rush grievous wounds in this matchup. Garen passive and taking trades is one of the few ways he wins.
The pupper version of Yorick. And an inferior version imo. Nasus gets rekt by your wall. He gets rekt by your ghouls. Just be sure not to push too hard early, as he'll free stack your ghosts. Nasus hates Yorick W, though. Get grievous for his regen.
You're not trapped here with her, she's trapped with you! Illaoi excels in close range fighting, but so does your Maiden. Rush a grievous early so she doesn't stay alive forever, and just dodge her E soul suck. You win almost all exchanges with ghouls. When she ults she's immobile. Simply wall her, hit her with E, and walk away for the duration of her ult. Ghouls will 4v1 her.
Another meta tank that can't do anything to do. Ignore him, and if he wants to fight bring down the hammer. Take his tower the first time he TPs bot for a teamfight.
Super easy for you. Unstoppable doesn't matter when you're immobile. Put him in timeout with your wall and bonk him to death.
Go dorans shield. Trap her. Destroy her.
Immobile magic man doesn't like walls. He'll have to ult out or pay the price.
Extremely easy. He can't pool through your wall, and executioners makes his life miserable. Just avoid too much early Q poke early.
Another easy immobile matchup. Just don't eat too much flamethrower dmg early, and hide behind creeps to avoid harpoons.
Really not too big of an issue. His Q poke can be annoying since it goes through creeps and can hit safely under tower, but not too different from dealing with Aatrox, tbh. Both have an annoying W root thing. Do be aware that you can trap him while he's camo'd, but he can later R out of your wall.
All Yorick needs is Yorick.
Champion Build Guide
Welcome to my Yorick guide! I'm A Drunk Carry, a NA Yorick player. I was silver trash before Yorick. I hit Plat 2 on my main account (StarCraft) with Yorick back in season 9 once I embraced him. I actually started playing Yorick randomly one day because Nasus kept getting banned in normal games. After 2-3 games I had the general idea of him, and fell in love. My peak rank is #12 Yorick in NA, and I'm going all in on this champ this season!
I stream 4x a week @ twitch.tv/a_drunk_carry and feel free to come by and ask any questions you may have there!
Much like you, I was getting tilted by my teammates in solo queue. Why can't I carry them? Am I that bad? (yes) How do I resolve this?
Then everything changed. I found a man with a shovel and a Maiden. He took me in like one of his own ghouls. I used to be a Nasus main prior to this. Yorick > Nasus. Trust. Hit the towers. Gain LP.
Yorick takes advantage of the chaos of solo queue. With proper wards and an ounce of macro, you can apply a considerable amount of pressure onto the map. Yorick takes advantage of almost every tank and immobile champ in the game, of which there are a fair bit of in the top lane. Refer to my matchups section above this.
-Great split push
-Very straightforward champ (low mechanics needed)
-A monster at 1v1s (and 2v1s if they ignore Maiden)
-Ghouls can split push multiple lanes at a time (more about this later)
-No guaranteed CC
-No dashes (wtf Riot everyone else has one)
-Fairly bad at teamfights compared to most top laners
-Teammates will flame you for never grouping (/mute all)
-Loses to a fair bit of meta solo Q tops early (Fiora, Trynd, Irelia, Jax, Renek, Sett)
This is how Yorick spawns his ghouls. His passive is what creates his kit. Note that you can only have 4 graves at a time, as well as 4 mist walkers in the same proximity of eachother. (NOTE: You can have 4 in each lane,though. EX: Spawn 4 top, and let them aggro the creeps. Then walk to mid and create 4 more, etc.)
Q: Last Rites Yorick empowers his shovel, making his next basic attack making it unstoppable, granting an additional 50 attack range, dealing bonus physical damage, and healing Yorick for 12-82 (based on LVL) hp. This is doubled if Yorick is below half hp.
What you'll be using for 90% of the game when fighting. Unstoppable means that your damage can't be stopped or interrupted during the animation by things such as Flash. Dmg will go through prior to Zhonya's as well if you're in windup. Your Q is your sustain tool for laning and fights. Note that last hitting with your Q creates graves as well for your ghouls.
Q: Awakening Yorick summons Mist Walkers from each nearby grave (max of 4)
The second part of your Q. This will create an area in the UI around you when there are enough graves (minimum 3, max of 4) for you to summon ghouls. If your last hit would create a 3rd ghoul then the 2nd part will be available after that.
W: Dark Procession After a 1-second delay Yorick summons a circular wall that lasts for up to 4 seconds. The wall will have 2-4 HP based on level.
Your one form of trap/CC as Yorick. If someone is on the edge of your wall they will be displaced. This is valuable for stopping Shen ult, recalls, or even removing the armor from scuttle crab.
E: Mourning Mist Yorick hurls a coned projectile that deals 15% of the target's current HP as magic dmg to all enemies hit. Enemy champs and large monsters hit by Mourning Mist are slowed by 30%, and marked for 4 seconds. During this duration your Mist Walkers and Maiden will gain 20% bonus mvmt speed and target them. Mist walkers will leap to marked enemies.
This is your sticking device. Hitting an enemy with your E will slow them, and make your ghouls jump right on them.
R: Eulogy of the Isles Yorick summons the Maiden of the Mist, as well as Mist Walkers in the selected location. (2/3/4) Recasting your ult sends the Maiden straight down the current lane you are in, and cannot be stopped.
Your love and joy, the Maiden. This is your source of damage, and she will stay alive as long as her HP is above 0. Note that she regens hp in the fountain much like a champion. Note that any minions/jungle creeps/champions that die within range of the Maiden will INSTANTLY be turned into a ghoul. This is a big part of your split push potential.
Most of the time you should avoid this at all costs, as your Maiden will often be killed by a champion, a tower, etc. If there is a major objective like Dragon spawning though late game you can find success sending the Maiden top. The maiden will continue to spawn ghouls from creeps that are killed. I've taken 2 towers and an inhib just by sending my Maiden bot as we teamfight over a Baron before.
Tower Aggro Priority This is VERY important, as the Maiden's AI is not very responsive and will only begin retreating from a tower after you walk a certain distance away from it. The exact range is 600 units before she retreats.
Tower aggro priority is ALWAYS in this order: Cannon minions, ghouls, then the Maiden. This is very important, as you can keep track of when the tower will start hitting your Maiden, and utilize the most tower dmg possible without losing her. Note that ghouls spawned AFTER the Maiden begins taking aggro will not swap priority. However say you have 2 mist walkers. One dies then you kill another creep to spawn more. As long as there is 1 mist walker it will keep aggro.
It sounds tricky, but it's fairly straightforward.
Your Maiden does INSANE dmg to objectives like Baron and Dragon as well. I've been able to solo Baron while both teams are fighting bot very easily, with adequate vision.
Yorick is nearly defenseless level 1, as he does not have ghouls yet. Try to farm as safely as you can, last hitting with Q when possible. Keep note of your Grasp procs too, and don't be afraid to use Q to auto the enemy champ if you can get free ones off. In lanes that will push you in (Quinn, Darius, Shen, etc) I usually don't even bother getting graves set up until I'm under tower.
I tend to back when I have 1k gold or so, or only 700 if I'm losing lane badly. Grab a Sheen, and we'll be turning this into a Trinity Force eventually. Survival is key here. Use your Teleport to get back to lane quickly. Don't worry about using it for an early Drake, fight bot, etc. If the enemy uses their TP to help the team then you'll take 2-3 plates top and end up ahead. (Note that tower plates dissapear @ 14 mins)
Even getting one or two Demolish procs off will result in easy $$$ for you.
Follow the levelling guide stated above. Q level 1, E at 2, W at 3, then max out Q. At 6 I tend to spawn the Maiden the first time I can successfully trap the enemy champ. The combo you're looking for is an easy W, then E and R. However, if they are in E range and can easily be hit this is a very simple way to set up your wall as well, and ult shortly after. All-in them in hopes of a kill, or a recall. Even a recall is winning, as you'll take plates.
Be sure to place adequate vision, and start pushing a side wave. Stick with the item guide, and go for either a Ravenous Hydra or [[Sterak's Gage] second. I reccomende Sterak's if you're vs a bursty champ.
Few champions can contest with a 1 item Yorick. This will result in them sending their bot lane, or a solo laner + jungle, or a combination of that. This will result in mismatches around the map. Push as safely as possible, always with your Maiden out now. Even if you aren't taking additional towers at this point, any amount of time wasted is big. This will result in your team getting vision across the map, other towers and objectives, winning mismatches, etc.
What do I do if no one matches me? I'm often asked this by people who watch my stream. This is your dream scenario! Your team may be at Dragon fighting a 5v4 atm. They might be spam pinging you. Don't let that get to you. Keep your eyes on the prize. Push the lane and take 1-2 towers.
I guarantee that they won't make the same mistake again.
During mid-game it's important to save your Teleport for additional enemy towers, or for a TP into a crucial teamfight. Just because you're Yorick doesn't mean you can't join a fight. I know this may seem contradictory, but one of the few intricacies of Yorick is knowing WHEN to join in.
Let's go through an example scenario. The enemy team is preparing for their 2nd dragon. You've already taken the Tier 1 tower top, and are still pushing it. You have vision of all 5 enemies, and your Maiden is pushing. In this scenario I would press R a second time to release your Maiden top. I would also teleport to the dragon, aiding my team. Even if you end up losing the fight the Maiden + creeps + ghouls will do substantial tower damage. Best case scenario you win the fight, get the towers, and build a crushing lead over the enemy.
This is where Yorick becomes a terror again. Say the Baron is up, and the enemy is gesturing towards it. Your team has adequate vision, and sees that they are just posturing. This is when pushing bottom and forcing the issue creates huge issues for the enemy. They will either have to recall or send a Teleport your way to stop structures falling, or force Baron. While they're forcing you can take more towers, and keep an eye on the mini-map. If your team is fairly even, I would send the Maiden bottom and Teleport. If it's a lost cause (say someone was caught out, CC'd, etc) then I would push bot as hard as possible.
Pay close attention to spawn timers as well. If I know Dragon is spawning in a minute I will pre-push top. What I mean by that is I will shove with the Maiden, and ensure that 4 ghouls are shoving the top lane. Late game they are extremely powerful, and even ghouls can take an inhib on their own. Most enemies will not notice the additional ghouls on the map. As soon as I have 4 ghouls aggroing creeps (they will continue to push once this happens) I will recall and walk to the Dragon . If I have TP up and we lose the fight I can simply TP onto my ghoul across the map and destroy more objectives.