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Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Shepherd of Souls (PASSIVE)
Yorick Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Fiddlesticks
Fiddle is an annoying one. He can keep you off his tail with his fears, he can heal himself with W, silence and damage you and your ghouls with E, but once you're in melee range, he can be killed.
Ideal
Strong
Ok
Low
None
Introduction

The jungler got 4 brand new jungle items to choose from as well, which upgrade the





This guide's purpose is to promote


This guide will contain:
- Pros & Cons for
Yorick;
- Ability Description & Skill Sequence;
- Mastery Description;
- Item Description & Choice;
- Yorick in the Jungle - dragon hunting (+ an experiment);
- Conclusion - Is
Yorick useful or not?.
- Guns'N'Roses - Civil War video;
(Guns'N'Roses - Civil War; As Pentakill Yorick resembles Slash from G'N'R, I found it relevant for you to listen to some of their music while reading the guide)
There are many characteristics which could define
Yorick. The first would be his built-in sustain and high damage output. The next would be what some would call mana-hunger.
Yorick can be a problematic champion to play with if not built some mana items. He lacks mobility as well as he lacks strong crowd control. He is susceptible to crowd control as well, but once he gets his hands on his target, there will be no escape for it. His usefulness increases at the point in which he kills the first dragon for his team enabling enhanced team planning for further dragon-kills. Last but not least, he is one of the 5 champions who have received a pentakill skin, one that resembles Slash.


Pros:+ High sustain both in jungle and lane; + Level 3 solo dragon kill; + Hard to counter in jungle; + Can block many skill-shots with W; + Pentakill Yorick resembles Slash; |
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Cons:- Mana hungry; - Item-dependent; - Little or no mobility; - Unable to initiate team-fights; - Little or no crowd-control. |
Ability description
![]() ![]() ![]() ![]() ![]() |
Ghouls receive 35% of your Attack Damage and HP, thus building an AD off-tank ![]() ![]() This is your main sustain ability. As the tooltip states, you summon a ghoul, deal damage and also heal yourself for that ammount. What is more, when the ghoul deals damage, it will heal you for the damage dealt, half heal against minions and monsters. Because the jungle is hard enough, the low cool-down and high health gain makes this ability a must-max-first. This ability increase the next auto-attack damage and when it hits the target will summon a ghoul which moves faster than the others while also giving you increased movement speed. This ability works well with ![]() This ability summons a ghoul that deals damage around it when summoned while also slowing the targets hit. The ghoul is surrounded with a slowing aura which will slow nearby enemies while it's alive. It is used for chasing down your targets while also being able to block some enemy skill-shots like ![]() ![]() ![]() This ability will summon a copy of your targeted ally that gains a percentage of its AD and HP. If the target dies, while his copy is active, he will be able to control his copy for 10 seconds, enabling him to use any ability but summoner spells. Recommended to be used on your team's ADC for maximum damage output. |
Note
In the aggro system the nearest target to a neutral monster (including Nashor and Dragon) will be targeted by the monster's basic attacks. Ghouls abide to this rule, thus making them able to take incoming damage for you. What is more, the ghouls will be able to tank some turret hits as the turrets prioritise pets/summons over players when attacking.Skill Sequence
Start with



The maxing order goes the same as the first 3 levels priorities:





There are some players who prefer maxing


Offense
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Tier 1![]() ![]() ![]() ![]() ![]() Tier 2 & 3![]() ![]() ![]() ![]() ![]() ![]() Tier 4, 5 & 6![]() ![]() ![]() ![]() ![]() |
Utility
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Tier 1![]() ![]() ![]() Tier 2![]() ![]() ![]() Tier 3![]() ![]() |
Jungle items and enchantments
Patch 5.1 made possible to switch the unenchanted jungle items between them so buying this item before enchanting
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Patch 5.1 changed the active part of this item so that it will not give your target 50% movement speed reduction but 20% movement speed steal to you instead. Because of that, this item enters the core-item zone as it will become your second most efficient gap-closer (
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This is the core enchant, used on
![]() ![]() ![]() ![]() |
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This enchantment can be used on
![]() |
Standard Items
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
This is the first item on the buy list. It provides mana, mana regeneration, mana over time and mana on spell usage. It will dampen ![]() After upgrading the jungle item, buying ![]() ![]() ![]() After ![]() This item provides 20% increased self-healing effects on ![]() This item provides you with mana, armor, AP and cool-down reduction. Its passive enhances your next basic attack so it will deal more damage after using a spell. It works well with your ![]() Your build can be usually ended with this item. It provides you with tons of AD while increasing your sustain with some built-in life-steal. It also provides you with an active which will help you burst down targets more easily. Post full-build, if ![]() ![]() ![]() |
Situational Items
![]() ![]() ![]() ![]() ![]() ![]() |
This item provides armor, mana, cool-down reduction and a passive that reduces the enemy attack speed in range. It can be built instead of ![]() This item provides you with health and armor and a similar passive as ![]() This item is a cheaper alternative for ![]() instead. This item provides the most health in-game while also providing a health-regeneration passive. Combining this item with ![]() This is the cheapest armor-providing item. Along with the armor gain, this item comes with a passive which will return 30% of the basic-attack damage, before being reduced by your armor, as magic damage to the dealer. Another item made for a tank build. This item is not a replacement for ![]() |
Choosing the boots and their enchantments
Those boots provide you the most movement speed, though only out of combat. They can be used in case you need more map-presence. They will not help you chase targets.
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Those boots provide you the most movement speed in combat. They enable you to chase down targets and to avoid some enemy skill-shots while reducing slowing effects on you.
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Those boots provide you with magic resistance and tenacity. Tenacity reduces the duration of Crowd Control effects on you so they are useful if the enemy champions have abilities full of such effects.
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Those boots provide you with armor and reduce the incoming basic-attack damage by 10%. They are useful in case you are receiving a lot of physical damage and you desperately need to reduce it.
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This is the most common boot enchantment. It enables you to move quickly in your base and towards defending inhibitor turrets or other objectives. If you do not need to defend your base in the near future, do not build. In other situation, this is recommended.
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This is the best enchantment for chasing down your opponents or escaping. Build only if you don't need to defend your base in the near future and you need some boost towards chasing down your targets.
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This is a viable option in the case you need some more flat movement speed and you do not want to depend on using abilities to maintain your crazy speed. Like the previous enchantment, do no build if you need to defend your base in the near future.
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Trinket choice
![]() ![]() ![]() ![]() ![]() |
This is a recommended trinket to start with for its ability to protect you from invades or unexpected events. If your team has to adopt a defensive formation, this must be upgraded to a ![]() ![]() This is an upgrade of ![]() ![]() This is an upgrade of ![]() ![]() ![]() On first recall, ![]() This trinket must be bought in case you need to clear wards more often or you fight against champions that persistently use stealth (ex. ![]() ![]() ![]() |
Elixir choice
It is recommended to be bought in case you need further sustain and damage while going for a damage-sustain build.
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In case you need increased survivability by building HP or to destroy towers faster, this would be your best option.
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In case you are fighting against a high crowd-control team you may want to get this.
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Consumables
Introduction
Since preseason 5 and season 5, the Dragon has become an important objective. Its importance consists in the buffs it provides, buffs that will help the whole team throughout the entire game (for a full list of buffs provided, click here). Because of these buffs, killing as many Dragons in the shortest time possible is a must for the team.
Just as well, starting with the 4.20 patch, many significant jungle changes have been introduced. Fighters and Tanks have been brought back into the jungle while making the squishy-assassin life in jungle significantly harder. An early dragon has become nearly impossible to kill early-on without involving your teammates. Fortunately,

I have presented above how

Warning: The next section will sound a little bit crazy and it opens up with a story too. If you are not interested, you can jump on to The blue team jungle path section, but I recommend that you read it as it is about slaying Baron Nashor on first spawn.
Experimental - Slaying Baron Nashor solo on spawn (20th minute)
Yesterday I've been trying different items on



After questioning myself about that, I've tried to devise a build to kill Nashor on spawn and I've tried it in a co-op vs AI intermediate game. My thoughts included








I've then entered a custom game with Shacazald so as to simulate a close-to-normal game, meaning that I was not to abuse killing the bots while not being allowed to take their jungle camps as well. By the time the game reached its 20th minute, I only had about 3/0/4, too much farm from jungle, I confess and as a matter of items:

,





The whole point of this story was to present the fact that








Why try this crazy strategy? The baron provides some cool buffs for your team and 300 gold for each teammate. Remember before trying this that this is experimental and is subject to change as more experiments will be done. I prefer if you would be giving some feedback about this strategy if you find it inquiring.
Now, back on Earth, to our business:
The blue team jungle path
As a blue team player you should always start on the blue-buff side. Killing Gromp(the big toad) will give you level 2. Smiting it is a must because you need the buff it provides. Then off you go to your blue buff, then to the red buff (smiting the red buff is optional). This will make you level 3 and you can head off to the dragon.
The red team jungle path
The red team path is quite different from the blue one. Starting with the Krogs (golems) and smiting them is a must. Proceed then to your red and blue buffs (smiting the blue buff is optional but preferred) in this order. When you are level 3 you can head off to the dragon.
Note: With the sustain

How to slay your Dragon
First of all, positioning and warding is important. Place your

Start by using




When cool-downs reset, use them. Keep in mind that you must not have more than 2 ghouls active at a time, but you must not have less than 1 active either. Having no ghouls to tank the dragon would result in it attacking you. At some point there will be a 1-2 second opening in which the dragon will attack you, but the damage received will be insignificant compared to the sustain received.
Repeat until you kill the dragon. As of the patch 5.1 your summoner spell

Note: Instruct your other lanes to push until you finish the dragon, in hope that the enemy jungler will be distracted from the true problem (the dragon). It might earn the opposing team a kill, or your teammate uses

The Aftermath
Killing the dragon at level 3 has its own benefits as well. It will earn your team an AD/AP buff which might help them through dominating their lanes. This is the first of the 4 buffs the dragon can provide your team. For a full list of dragon buffs, check the list in the notes below. What is more, the dragon respawn time will be known to you and your team, thus preparing you and your team for the next dragon encounter, which you may want to do it alone unless the enemy team will come and impede you in doing so.
Note: If everything goes well, by the 4th dragon will be yours by the 25th and the 5th by the 35th minute.
Note: Small jungle camps (Gromp, Krogs, Raptors, Wolves) respawn once every 100 seconds. The rest of the timers can be found in-game.
Buffs obtained by killing the Dragon
- +6% AD & AP ;
- +15% damage-to-turrets;
- +5% movement speed;
- +15% damage to minions & monsters;
- Doubles all other buffs and attacks burn the target for 150 true damage over 2 seconds;
To put it all in a nutshell,
Yorick is a good, strategic pick for your team for many reasons, all presented above. First of all, it can and will provide your team with the huge advantage of owning early-game dragon buffs while also getting hold of the re-spawn timer of it. What is more,
Yorick has the ability of clearing jungle camps without using up much health, meaning that he will be able to survive in the jungle for a longer time. His high damage and sustain abilities, along with their ability to tank, are his tools for becoming a successful jungler.
Despite being mana hungry, once
Tear of the Goddess along with
Iceborn Gauntlet or
Frozen Heart or even
Trinity Force have been built on him, mana problems will be a thing of the past. In team-fights he is most useful for his ability to copy/resurrect for a brief time one team member turning 5 vs 5 fights into 6 vs 5 fights and if used optimally, the 6th member will be the second ADC. Last but not least,
Yorick is a valuable team member for the damage provided to his team.
Having all the facts presented above in mind, I hope that I have, at some level persuaded you into thinking again about your jungle picks and maybe add
Yorick on the list too. Who knows, maybe he will find a nice, cozy spot into the League's played champions lounge at some point.
I thank you for having the patience of reading my guide. If you have any suggestions I will be happy to read, analyse, comment and reply them :).
I wish you to have a nice day!
Rexy17


Despite being mana hungry, once





Having all the facts presented above in mind, I hope that I have, at some level persuaded you into thinking again about your jungle picks and maybe add

I thank you for having the patience of reading my guide. If you have any suggestions I will be happy to read, analyse, comment and reply them :).
I wish you to have a nice day!
Rexy17
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