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Yorick Build Guide by LunaticDancer

Top Beginner friendly guide to carrying games as Yorick

Top Beginner friendly guide to carrying games as Yorick

Updated on June 15, 2022
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League of Legends Build Guide Author LunaticDancer Build Guide By LunaticDancer 121 4 135,613 Views 10 Comments
121 4 135,613 Views 10 Comments League of Legends Build Guide Author LunaticDancer Yorick Build Guide By LunaticDancer Updated on June 15, 2022
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Runes: Beginner - VS Melee

1 2 3
Resolve
Grasp of the Undying
Demolish
Second Wind
Overgrowth

Precision
Presence of Mind
Last Stand
Bonus:

+10% Attack Speed
+6 Armor
+65 Base Health

Spells:

1 2
The Standard
LoL Summoner Spell: Ghost

Ghost

LoL Summoner Spell: Teleport

Teleport

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

Beginner friendly guide to carrying games as Yorick

By LunaticDancer
Who am I to talk?
Hello, I'm LunaticDancer.
I imagine most of you questioning, why should you ever trust me enough to follow my guide, so this is what this chapter is about.
I'm a Yorick main since Season 3, that means I've been playing him even before rework. Nowadays I'm basically a Yorick OTP that really likes to experiment with builds for him. This guide aims to walk you through all the steps required to transform from a complete newbie to a Yorick pro.
Am I good at the game? No, **** no. But I still know this and that about the game and more importantly, I'm often recognized as a good teacher, so here I am sharing my knowledge for your benefit and enjoyment.
Yes, this means this guide is also aimed at people that just began playing the game, all the absolute beginner tips will be colored like this.

After a long break, the guide has been remastered for Season 12 and will be consistently updated again.
What is a Yorick?
This is a chapter for people who don't actually know the character. It's not about the lore, but his kit, general feel and gameplay.

Yorick is a summoner class character. His whole identy revolves around controlling simple AI creatures to help him in battle and give him and edge over his opponents.
This kind of design leads to a pretty obvious power balance - he's very strong with his summons present, and one of the weakest characters in the game without them. That's why maintaining your army is a major skill you need to master to be good at the character.

Let's talk skills:

Shepherd of Souls is his passive. It's so weak, he could just as well have no passive and little would change. Basically, every few times an opposing creature dies near you, a grave is created on the ground where the creature died. If there are at least 3 graves close to you, you can activate them, creating ghoul servants that fight for you and live until something kills them. There can be maximum four graves nearby, and if you create a fifth grave, the one farthest away disappears.
As for ghouls themselves, their attack increases proportionately to your attack, and their health proportionately to your health, but champions and turrets can kill them with one hit no matter how much health they have. Their attacks deal physical damage. Each time a ghoul attacks, it counts as you hitting the enemy with an ability, but it doesn't count as an on hit effect.

Last Rites is amazing. It's a damage boost and a heal. When it's on cooldown, it can be activated again to summon ghouls from graves. It's an autoattack reset (which means, that you can press Q immediately after Yorick attacks, so he will ignore the attack cooldown and immediately attack again, empowered with his Q). If it kills the target, a grave is created where it died. Good to last hit minions with, good to deal surprise damage during a duel thanks to the reset. The short cooldown later on in the game is just a cherry on top of that all.

Dark Procession is a very cool tool you'll grow to appreciate the more familiar with the character you'll become. It creates a circle of terrain after about a second of delay, but it can be attacked to be destroyed. Obviously, it's a skill you could use to catch your enemies and finish them off, but that's far from all the possible uses of this skill - it can also be used as a way of saving yourself or your allies by walling them off, and there's also useful advanced tech I'll explain later.

Mourning Mist percent HP damage, a slow for the enemy, a speed up for you, and on top of that, making sure all of your summons focus on the champion hit by this. Your bread and butter combo starter that can often be a literal death sentence for the opponent.

Eulogy of the Isles is a power spike for you. With her alive, you basically become almost as strong, as if you were two champions at once. What's extra spicy is the fact, that she deals magic damage based on target's max HP. This means not only that you melt tanks (characters whose identity is based around being very durable), but also that it's nearly impossible to itemize against you, because you deal both physical and magic damage in obscene amounts.


The general gameplay of Yorick boils down to making sure you have your summons ready for use, making your opponents miserable with constant swarm harassment, making them miss out on their Creep Score (minions to which you dealt the killing blow personally) while you farm like crazy and of course, toppling their towers and other structures the moment they think to leave you alone in the lane. Yorick has the power to brute force through enemy structures, sometimes single handedly winning the objective game by punishing careless opponents foolish enough not to defend their stuff.

In good hands Yorick is a dominant force of nature, that can't be taken on one on one and that poses a constant threat of sneakily destroying or stealing something from you and getting away with it unharmed, or even worse, with a multikill.
This guide is here to help you become that person.
The Good and The Bad
The Good

+ Generally amazing duelist
+ Really easy to last hit with
+ Unrivaled map pressure
+ Takes objectives like a boss
+ Satisfying and fun to use
+ So unpopular, noone knows how to play against him

When fully set up, Yorick is hardly rivaled by any single character, often can even win 1v2 duels, that's how absurdly strong he is in direct fights. Both his Q, his ghouls and his ultimate not only make last hitting easier, the sometimes even let you to not be even there and still collect the gold and the experience.
The Bad

- Weak early game
- Easily kited, low mobility
- VERY summon reliant
- Not suitable for teamfights
- Not that flexible in playstyle

Yorick is very susceptible to early bullying before he becomes the bully. That's mainly because of how weak he is without his summons. That also causes a major sting whenever someone kills your Maiden or clears your pre-6 ghouls for free. Though his biggest weakness seems to be being outpaced by all the dashy characters in the game, and there's a lot of them.
Two Builds?
You might notice, that this guide features two distinct buildpaths - the BEGINNER and the ADVANCED. In this short chapter, I will explain why is that.

In the past, I used to run separate guides for different builds. What I noticed quickly was how rapidly they became outdated. So I've decided to instead keep all of the builds I consider worth running in one guide, and you are currently reading it. Now, to elaborate on builds.

BEGINNER build should be self-explainatory. It's a build for beginners, with the primary objective of smoothly introducing them to the character of Yorick. I consider this build to be viable, but not optimal. Use it as a pair of training wheels until you feel ready to play Yorick to his fuller potential.

ADVANCED build is the optimal 1v9 carrying build. The biggest difference between this build and the beginner variant is that the objective is no longer "don't lose", it's "win the lane, then the game". Piloting this build takes a lot of experience and proficiency at the champion, especially knowing your limits and confidently recognizing your power windows and landing your skills.
Laning Pre Level 6
Before level 6 you're generally weaker, and at level 1 you're in a particular state of disadvantage which good opponents will try to abuse. You should be playing really safe, often resorting to staying a bit further from the minions and comming up only to last hit. Last hitting should be your priority for the most of the match, as Yoricks often win by outracing the opponents in last hitting minions.

General fundamental concepts to be aware of: you only get gold for minion kills if you did the killing blow, so make sure you deal as many killing blows as you can. That's called last hitting, CSing or farming. The game is won by destroying the enemy base. To do that, you need to get through their defensive structures, to do that you need to be strong enough for that. You gain strength through obtaining items and levels, you get items by buying them for gold, and you gain gold by killing enemy things, including minions, players and turrets. That's why fundamentally, the game is a money obtaining race and that's why last hitting your lane minions is essential. A standard 6 minion wave is worth well over 100 gold, and a player kill is worth about 300 on average, meaning that being good at CSing gives you a player's worth of guaranteed income every one and a half minutes. Low skill players tend to chase kills while neglecting their last hitting, which is a gamble that can be profitable, but the key to a respectable winrate is consistency, and if they lose the gamble, they not only don't get the kill, but also actively lose CS. And the higher the general skill within a match, the more these kinds of cocky plays get punished.

If you're under tower and forced to last hit there, here's a pattern to follow to miss as little CS as possible. The turret focuses on cannon minions first, then melee minions, then caster minions. Cannon minions are best last hit by waiting until the turret gets it low, then doing an attack into instant Q combo to secure this big money prize. The melee minion, when full HP, needs 2 turret shots and then your single attack to be succesfully last hit. The caster minion needs a turret shot and your Q OR your attack, a turret shot and your second attack. That's of course without factoring in the damage from your friendly minion wave, managing that is something you'll have to learn from experience.

Your focus at lvl 1 should be last hitting with your Q as many minions as possible, so you can set up a strong harassment play at level 2 or 3. When you have a level 2 and your E leveled up, if you have about equal or more minions on your side at that moment, try hitting your opponent with E. If you fail, do nothing, return to farming. If you succeed, summon your ghouls and go all in on them. You should take half their health with that trade at least, as long as you chase them down to their turret. Why extend so far? Not only do you get to deal more damage and guarantee a Grasp of the Undying proc, you also make their turret kill your ghouls, denying them the last hitting benefits. After that kind of play, return to farming, you might need to enter the bushes to drop minion aggro (minions focus on you when you damage an enemy champion near them, and in early game their damage is no joke). If you have your W up, that kind of harassment play might deal even more damage or lead to a straight kill or a Flash burnt by the opponent.
Though keep in mind, that it's a generally very good idea to never summon your ghouls if you have not hit your E, because that way you'll be losing your main damage source for free.

If you're playing in lower elo (gold and below), it's a pretty effective strategy to be constantly shoving the wave (killing the enemy minions so quickly, your left over minion end up under opponents turret). That way you can easily deny them a lot of CS, establishing your lead. The risk of the strategy is of course getting ganked, but the general rule is to not really care for the first 3 minutes of the match, as pre-level 3 ganks are useless in case of most champion. When it's post 3 minutes into the game and you're shoving, make sure to ward (use your green trinket under the 4 key) after your shove, the best place being a bit below the river bush near top lane. Why not in the bush? Wards in bushes have a shortened vision range, and warding in that particular spot covers all entrance ways to gank you and warns you pretty early, giving good heads up for your escape, much needed on such a slow champion.
I recommend this strategy especially if the opponent is not in the lane when the waves clash. That way your wave will always be bigger and any attempts at trading with you will be detrimental for them. The best way to apply the strategy is to keep attacking the melee minion most of your minions are focused on and finishing them off with a Q cancel. If your Q is on cooldown, attack until a minion is at 1/3 HP, then wait to last hit. This way you will both shove fast and not miss a last hit.

You aim at recalling to the base at around 1500 gold, or at least no less than 1300 if you're not desperate. Your main goal to ensure victory is to hit your biggest powerspike - owning both Trinity Force and Hullbreaker. A power spike is a moment in the game when your character abruptly increases in power and often is in the position to make game-changing plays. That's why you should prioritize buying the components of your first Mythic item when you can, and boots for mobility, as you need to be chasing and dodging as well as you can. If you have less gold, it probably means you're in trouble, so buying Cloth Armor or Null-Magic Mantle could be a very good idea. Also, Executioner's Calling might be the right call (hehe) if you're facing a sustain heavy laner, but generally I recommend getting some mythic components before buying that.
And of course, get Control Wards whenever you have some spare change, having one set up at the bottom of your river bush can often save you from ganks for the rest of your laning experience, especially if you're applying the shove strategy.
Laning Post Level 6
This is a substantial power spike for you, but you're probably facing a mana problem at that moment. Conserving mana at level 5 is generally a good idea, so you can use your level 6 power spike right away. If you don't have the 100 mana to summon your ultimate it's a good idea to let the opponent push to you, so you get a big wave near your turret - this way, when your mana regenerates, you get to place your ultimate and last hit it all safely while your ghouls now spawn passively with no further mana investment. With Maiden out, your last hit attacks now deal significantly more damage to the target, so you also don't need to use your Q to last hit anymore. From that point on, your priority is to keep yourself and your Maiden alive, use your mana only to make harassment or escape plays and accumulate as much of an advantage as you can.

This is a premium moment to be shoving, especially if you have a Control Ward put in the top river bush. When the lane is shoved you can be stealing the enemy jungle, especially if you're playing on the red side. The river scuttler gives you additional vision and gold advantage, if you find an unguarded Blue Golem, you might deny the enemy jungler a huge buff and some serious gold while also gaining an additional advantage in lane. And there's also always the possibility of stealing lesser camps, if the wave is big enough for you not to miss out on too much in your absence. Also, if your jungler is in the position and willing to do the Rift Herald, help them out, Yorick is very strong with the Herald. I advise not really trying to clear Herald on your own, because it will take quite long AND there's a chance your Maiden will die in the process.

You're also trying to look for some major pushing plays, as at this moment your Demolish damage should be no joke, you could be taking the top inhibitor pretty early on, and then if your team has any brains, winning by split pushing bottom lane while everyone else is busy dancing in the mid lane.
If you have destroyed the outer turret, it's generally a good idea to place a ward in the middle of enemy jungle, so you can spot any traffic near you very early on. This way you can push aggresively and get away with it. Of course, when you're far into enemy territory, keep paying attention to the map. It's generally smart to back off when more enemies are not visible than visible on the map, as they might be cooking a nasty surprise for you and you're not exactly an escape artist.

Generally you are not a good teamfighter but a complete monster splitpusher, so if you see the teams duking it out over a dragon, baron or on mid, it's your time to shine and get as far into the enemy base as you can. Sometimes though, it's still a better play to participate in the teamfight, and knowing when to do which really comes with experience.

Once you have your two item power spike and your Maiden alive, a Mourning Mist hit on the opponent can be a serious death sentence, because both your damage and survivability are hardly matched by any champion at this point. Most often you can afford being aggressive to the point of tower diving your opponents (following your opponent under their turret range with the intention to kill and the confidence that you won't die despite a huge disadvantage).
Guide to Teleporting (and Splitpushing)
Making good Teleport plays can either cement your lead or enable a comeback from bleak looking situations.
Teleport channels for 4 seconds before taking effect, rendering you immobile and unable to fight on your own. It's disrupted by a lot of CC (crowd control effects), inlcuding: stuns, silences, knock ups, knock backs and more.
Make sure to be safe from these effects when using the spell or you're gonna waste the cooldown for nothing. If you're teleporting from base to somewhere, you should preffer spots where enemies have no vision, so they can't react to you as easily.

Early Game


In early game there's not much important teleporting for you to look forward to. The situations to look after, that are often worth teleporting:
= There's a huge wave under your turret and you're in base - teleport to the turret
= There's a cannon among the enemy wave and you're in base - teleport to one of the caster minions or to a ward near your lane
= The enemy bot laners have pushed very far, there's a ward behind them and both bot lane duos have about the same health or your team is winning slightly - teleport to the ward behind them and ping at least twice that you're comming, so your bot lane will cooperate and you'll get a sweet double kill


Other than that your priority should be hoarding all the farm you can in your lane, that's why two use cases here are specifically for making sure you don't miss out on CS.

Mid and Late Game


This is the part when you start making actual plays.
You're generally looking for situation when both teams are busy with each other or the enemy team is visible and far away from your target. You general goal is to destroy structures or steal objectives. You're an absolute pushing monster in late game, so the enemy team can't realistically leave you alone to your antics, because that would cost them two towers and an inhib. If for example, there's a teamfight around dragon, and you teleport to a ward in the enemy top jungle, you'll clear all the minions in the lane in 5 seconds or less and they'll most likely panic and start making mistakes in the teamfight, as their new priority will become to quickly come back to their base and stop you from outright winning the game at the spot. Or they can choose to keep fighting, possibly wiping your team, but at the cost of losing an inhibitor.

Generally, if there's a fight over dragon, push top, if it's over Baron, push bot, if it's a mid lane ARAM situation, favor top over bot, unless top inhibitor is already down (great job!).

The importance of Inhibitors


Why should you care so much about taking enemy inhibitors?
When you destroy an inhibitor, two things happen:
1. You're now allowed to attack the enemy base directly.
2. Each of your minion wave on that lane is now strenghtened by an additional minion with massive damage and survivability, that's guaranteed to push into the enemy base on its own, unless stopped by a strong player character.

Destroying an inhibitor puts a permanent leak in the enemy defenses, that has to be proactively dealt with. What that means is that it effectively weakens their team in case they need to deal with your further antics or contest your map control, and that's a state of advantage Yorick excells at abusing.

The smart move once you have claimed a sideline (top or bottom) inhibitor is having your team relentlessly pressure mid, while you push the other sidelane. Either of you are near guaranteed to take an inhibitor, because uncontested, you can take two towers and an inhibitor in about half a minute in late game, and if there only one person sent to deal with you - you're still a monster duelist that can fight under the turret and leave victorious.

And what if there are three inhibitors down and you still haven't won, instead ending up in a stalemate? The best play is to go take Baron. The enemy team can't realistically leave their base without immediately losing, and what you'll get is an extra dose of pushing power, basically guaranteeing a victory as long as your team doesn't die stupidly one by one.
Guide to Releasing the Maiden
In short - don't.

At least until you master the character enough.
It's not ever worth it before level 11, it becomes very worth it at level 16. In between 11-16 it's a good idea to free Maiden in a non-contested lane if you can foresee participating in a teamfight in the near future. At level 16+ you can actively look for Maiden splitpush plays, but make sure to coordinate with your team so you don't sacrifice resources in vain.
Keep in mind: Level 16 Maiden is strong enough to push back a superminion lane alone (a lane in which a friendly inhibitor has been destroyed).
Generally, when uncontested, Maiden with an aid of a minion wave should be able to take at least one turret down when level 11+.
If the rest of your team is forcing teamfights on mid for no reason (often happens below Gold), a pretty good play is to send Maiden on one sidelane while personally going to the other one. When choosing which sidelane to send Maiden to, prioritize the one where the minions are more pushed to you (so Maiden has more space to snowball a wave) or to the lane that's further away from the next Dragon/Baron that's now contested or is about to appear.
Guide to Warding

This is the general pattern of warding you should adhere to when split-pushing.




Circles are warding spots, circles with dots are viable Control Ward spots, each spot is connected with a dotted line to a general area of where you are when you want to drop that ward. The color of the area signifies the team you're in, pink means both teams.

Some further notes:

The southernmost ward (near the blue base gate) is the least useful one of these, so I hardly ever recommend it, but it's still an option.

My most usual ward set up is: if on red side, a Control Ward in the river and a regular ward on the intersection below the Blue buff, if on blue side, a regular ward in the tri-bush under the outer red turret and a Control Ward in the bush south to the tier 2 turret. These set ups give you an amazing amount of information.
Explaining the Runes
Here I'll try my darndest to justify the runeset.


BEGINNER


Resolve

Grasp of the Undying - a match made in heaven for a build based on having as much health as possible. You get an extra punch in duels, a bit of sustain, and most importantly, another mean of scaling your tankiness (and in turn damage) into the lategame.

Demolish - a tower destroying ability that scales with your max HP and has a sweet 40 seconds cooldown. Absolutely disgusting in lategame, makes too much sense in the build not to pick.

Second Wind - Yorick is very weak early game. How do we remedy that? Sustain! This rune makes it easier to outheal poke, especially paired with Doran's Shield.

Overgrowth is generally consider a weaker rune, but in the case of this build, any bonus to your max HP is a big bonus. Also adds the benefit of not being completely useless when you're behind, since it doesn't care about whether you were the killer or not.


Precision
Fleet Footwork - drip-feeds you health and gives you a boost of movement speed. Absolutely amazing when your main objective is to survive, since, unlike Grasp of the Undying, it doesn't require you to walk up to take effect.

Presence of Mind - easy to trigger mana regeneration and a huge mana refund on kills and assists. Amazing in aiding Yorick's everpresent mana problems. Can be swapped for Triumph if that's your thing.

Legend: Tenacity - less time spent stunned or slowed means more time to kill and pillage. Can be swapped for Legend: Alacrity if the enemy team has no crowd control for some reason.

Last Stand - the staple bruiser rune. You are gonna get low on health, and Yorick benefits amazingly from an increased damage output due to his enormous and constant DPS.

ADVANCED



Conqueror - a keystone designed for extended fights. Yorick has this quirky interaction with it, that ghouls created by Maiden stack it way faster than ghouls created by Last Rites. Gives you a respectable boost of power and sustain in a fight and doesn't take long to activate. Enables you to become a fearsome duelist.

Triumph - additional money per kill and a nice little heal. Part of your "dominate lane" plan, enabling you to snowball out of control, and later - earn clutch multikills.

Legend: Tenacity - gives you much needed CC resistance. Get Alacrity vs teams with close to no CC or Bloodline if you intend on going for Prowler's Claw.

Last Stand - a top lane staple, enables clutch comebacks.

Demolish - you're playing Yorick. By the end of the day, you live by destroying turrets.

Bone Plating - quite underrated. Yorick is reliant on big trades, if you go all in when you have plating and the enemy doesn't - that's massive.
Explaining the Items
Doran's Shield - Gives health, health regen, additional anti-poke regen and makes last hitting easier. Such an amazing starter you don't really want anything else.

Corrupting Potion - it's an option when you're feeling very cocky about establishing an early build and crushing the lane. In any other situation, not really as good as the Shield.

Trinity Force - Amazing stats, amazing scaling, makes you strong in extended fights, gives you movement speed. The Spellblade effect scales with base AD, and Yorick has one of the highest base AD in the game (especially in late). The components are amazing too. It's better than Divine Sunderer (which looks like the better option at first), especially after Sunderer's Spellblade effect stopped working on turrets.

Hullbreaker - this is the Yorick item. Damage, health, amplified damage to turrets AND better resistances than a tank mythic, all in one cheap item. Must have.

Black Cleaver - Attack, health, ability spam. And that's not even the best part. Each time you deal physical damage to a target, you stack up the item's passive against them. Guess what deals physical damage? Your ghouls. This means that one E hit gets you 4 stacks instantly, and when you stick onto that opponent, you'll be obliterating people absurdly fast. And then there's also the movement speed!

Titanic Hydra - Damage, health, additional damage based on you max health and on top of that turning your attacks into area damage effects. This is your big pay off. With this item you destroy everything absurdly fast. The bonus attack also directly buffs you ghoul damage, which is insane. Why not build it first then? If you're ahead in lane, you're better off getting Trinity Force first. Otherwise, you're not big enough for the max HP damage to pay off, and the resistances Hullbreaker or any of the defensive boots give are damn good. You can't really be making pushing plays in early game anyways, and the Mythic makes sure you win your duels. This section is this long because yes, building Titanic first is very tempting, but I don't believe it should be the default, especially with Trinity Force around.

Sterak's Gage - Attack, health, even more crazy sustain. And on top of that, a sudden life saving enbiggening thing that gives you a massive shield. Gives you damage and damage (from Titanic health conversion), and on top of that turns you into an unkillable raid boss.

Dead Man's Plate - Health, for both tankiness and damage. Armor, because everything deals physical damage, including turrets. Movement speed, to mitigate one of Yorick's greatest weaknesses. Truly amazing in this build.

Chempunk Chainsword - Health and attack, but what you really care for is the healing disabling effect. Your ghouls apply that effect with their attacks, so you don't even need to get close and personal. Out of all the anti-heal options, this is the best one in this build, beating even Thornmail.

Force of Nature - an anti-mage alternative to Dead Man's Plate. Not as good in the speed department, but when you need it, it's there and it's still good.

Guardian Angel - Armor, Damage, but what you're really taking it for is the ressurection. Good against wombo combo teams or when you feel like doing some kamikaze pushing. The very neat interaction this item has is that your Maiden doesn't die when you're recovering.

Gargoyle Stoneplate - an item you take when you need to become a lategame tank for your team. Not that great, but holy damn does it make you unkillable when it's the last item built.

Serylda's Grudge - Your ghouls slow enemies with their attack. Do i need to say more? Because I can. It also gives you damage and armor penetration, both directly buffing your ghouls.

Youmuu's Ghostblade - damage, armor penetration and a movement speed boost on demand. If you need an extra edge, this item gives you a lot of it.
Tech, Tricks and Fringe Knowledge
This is the chapter in which I explain all the character-specific kit intricacies you can benefit from knowing about.

Split master
There can only be four ghouls alive near each other, but generally there can be way more than four alive at the same time, meaning for example that it is possible, to send separate four ghoul waves down each lane, each earning you gold and experience. Sending ghouls down lanes before stepping away from them is a very good practice you should try and implement into your playstyle.

Ghoul AI
Ghoul behavior pattern is pretty simple. When freshly summoned, they will follow you around. If you engage in combat so will they, trying to push the nearest lane until they die. If you mark a target with your E, they will jump on that target and focus it down no matter what. Late enough into the game, you can use E on jungle camps to send your ghouls onto them, that will cause them to fight the camp until it's dead, then push the nearest lane. When tanky enough, you can sneakily take buffs or even do dragon this way.

Maiden AI
Maiden also has pretty basic behavior. She tries to stand slightly behind the direction you're facing, unless there are enemies nearby, then she prioritizes attacking them. If you attack something, she immediately switches targets to that thing. If you move 600 units away (basically about your E's max range), she will immediately stop whatever she's doing and come to you. The only exception to that is when there's an enemy marked with your E, then the Maiden will rush after that enemy, even if it means entering turret range and ignoring your safe return range, so be aware of that when using your E. Also, when you stand in a bush, Maiden tries her hardest to also hide in that same bush.

Channeler's Nightmare
Your Dark Procession knocks entities around if they stand directly where the solid wall appears. This kind of knockback cancels channeling. Notable effects you can waste this way are opponent's Teleport, Shen's Stand United, Karthus's Requiem, Fiddlesticks's Crowstorm and many more.

One More Shot
Your Dark Procession can be a target of a turrent and it takes one shot to be destroyed, no matter the ability's level. If you want to maximize your damage against the turret during a cannon wave, cast your W just as the cannon minion becomes one or two shots shy from dying (it takes a second of delay to appear, so if you cast it later, it's too late).

Maiden take the wheel
Want to generate new ghouls but don't want to come anywhere near the wave? Just stand behind your wave and turn your back on it. Your Maiden positions behind you in neutral situations, so she will go inbetween your minions and start farming, subsequently generating new ghouls.

Late to the party
The ghouls don't need to be alive at the moment of marking the target for them to focus that target. That means you can first hit your E and then press Q to raise your ghouls and see them fly at the enemy. Using this trick is a big difference between a decent Yorick player and a total noob.

They won't stop comming and they won't stop comming
There's a way of throwing more than 4 ghouls at a person. Have 4 ghouls/graves ready, hit an E, watch them fly, and when they hit the target, summon Maiden with R. The ghouls summoned with Maiden will kill and replace the nearest ghouls, and then immediately jump on the marked target. With rank 3 ult, that's 4 extra ghouls per E, totalling at 8.

Turrent Targetting Order
Here's the priority order things have under the turret.
Dark Procession > Cannon Minion > a ghoul > melee minion > caster minion > Maiden

Immortal Wife
This is a fairly new bug. You can make Maiden not dissolve after you die. How? Press R, then as the summoning animation plays, press Q (it has to be ready). Now if you die, the Maiden stays in place and will go back to you (slowly) when you respawn. Your R will be counting down its cooldown, even with that Maiden alive. Once ready, using the R again will summon a second Maiden, but she will be already released (she'll run it down the nearest lane). The second use isn't generally something I'd recommend. Also, it's a bug, so careful with being banned for it.(this has been patched and fixed)

Aggravating
After the 11.8 changes, your ghouls attacking an enemy champion draw minion aggro to you. Play with that in mind, as minions can seriously kick your *** in early game.

Pay To Lose
The Resistance skin for Yorick has a property that is detrimental to him in a meaningful way. The property - it forces Yorick to face downwards during the recall animation. Why is this a big deal? As you might remember from the Maiden AI section, your Maiden tries to stand behind you when not busy doing anything else. This skin practically forces your Maiden to stand above you while you recall and no other skin has this problem, meaning this skin gives you a disadvantage, because you can't as reliably protect your Maiden from being targetted and killed, because you can't choose where she stands, unlike with any other skin. (this has been patched and fixed)
The Epic Ending
Wow, you made it through the whole thing, amazing! Thanks a lot for reading, hope you learned something useful in the process.


On that note, I may as well plug myself here. I present to you:

The games I've made

A dark fantasy antology I wrote


Have fun following the way of the shovel and farewell!

(updated for 12.11)
Download the Porofessor App for Windows

League of Legends Champions:

Teamfight Tactics Guide