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Gambler Yorick, or An Intro to Economic Terrorism
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+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
Ability Order Go to
Threats & Synergies
Take Gambler runes and D Shield. This is a simple match up, just don't stand in his Q sweet spots (being inside his Qs is actually fine when trading). You can easily escape his W running sideways, but often you don't even need to. When chasing, wait for him to burn his dash before you trap him with W, he's gonna be helpless. His ultimate scares your summons away for a moment, play with that in mind. Anti-heal ruins him further.
D Shield and Bullied runes. She outranges you and WILL prevent you from utilizing First Strike. To your advantage, she can't outrun you when you hit E unless she flashes or burns ult, and your ghouls meatshield you agains her charm, which is her most dangerous spell. Don't get hit as much as you can and this lane shouldn't be much of a problem.
She can be annoying, but generally she lacks tools to deal with your full set up. You gotta do some serious footwork to dodge her Qs level 1, but generally if she hits you with E and you're not in kill range - amazing. Seeing her reactivate to dash, use W at yourself to trap her, then E at her. Your ghouls jump at her even when shrouded, revealing her location, which is hilarious. I'd go D Shield and Gambler runes.
A competent Akshan is hell to lane against, completely unforgiving. D Shield and I am Bullied runes. You want to SURVIVE the lane, which is gonna be tough. If you do have proper set up though and hit E on him, that's huge.
Mediocre jungler. Yes, he can stunlock you for ages, but to do that he first needs to hit you with Q, which isn't likely gonna happen if you're smart about positioning. If he fails the engage, you're a tank shredder and will completely obliterate the guy in response.
Played perfectly, she can be completely uninteractive for you. Bullied runes, D Shield. She burns through mana rather quickly and her wall is the only response to your full engage. If you manage to pull of two of these in a row, she's dead.
Runes based on confidence, D Shield. She's a very linear burst mage with very telegraphed patterns and really only one combo to choose from. Don't engage when her stun is up, but feel free to poke to make her burn it. Getting an early Edge of Night makes the match up significantly easier.
Squishy, immobile, weird. Has no tools to deal with you, even his ultimate will likely not stop your all-in. Still, you don't get to play Gamber runes in this one.
Great poke and outplay potential, but also can run out of options pretty quickly. In case of a full engage, it's a DPS race, and as long as you're at full set up and not letting yourself get thrown under turret, you're winning. Recommending the "I'm Getting Bullied" runes.
Camille is a pain in the ass for regular Yorick. Well with this build, she's bearable. Gambler runes are viable, D Shield is a must. You want to try your darndest to dodge her E. If you fail, it's not the end of the world, as long as you catch her with E afterwards and trade back (likely winning).
I'm Getting Bullied runes recommended. D Shield big time. Try hard to dodge her Qs. If she hits two in a row, you're most likely dead. She can quickly clear your ghouls with her E. This match up is pain, be ready for it.
Gambler viable, D Shield. Good old "don't get hit" is the play here. Being a tank shredder, you obliterate him post 6. If you hit an E, all in him to prevent him from killing your ghouls (which gives him free sustain). Don't ever be low HP near him. Edge of Night is great against him. Anti-heal is a decent idea.
Can be annoying, but generally manageable. His skills are easy to dodge. Go Bullied runes and D-Shield. Your all-ins are super deadly against him, while the only thing he realistically can do is wear you down to 1/4 HP before all inning. Just say no, he can't legally do that if you don't let him.
Gambler, D Shield. Very easy match up as long as you don't get cheesed levels 1-3. The key is to not stay close and personal with him through the whole fight (so he doesn't stack passive). When all inning, trap him with W and let your goons do most of the job, only stepping by from time to time to aa>Q, then stepping away.
Unless fed by your teammates - not a threat. In lane - Gambler viable, D Shield. She can't deal serious damage without all inning, while you have great sustain. In a mutual all-in, you win no contest. Bully her to prevent roaming.
A tank vs a tank shredder, ouch. Gambler viable, D Shield. He just loses fights against you, especially since your ghouls block his Qs. He's only dangerous if you meet in open space, 1v1, because he can Q spam at you and keep slapping until you die, so never let yourself be in such a situation, always hide behind minions. Anti-heal is amazing in this match up.
His combo is easily avoidable and doesn't deal enough damage to 100-0 you, meaning you're gonna be winning fights long term. Take Gambler if you're good at dodging his Q, Bullied otherwise. D Shield. Unless he makes a terrible mistake, you won't be able to kill each other, so your goal is to win in gold gain and prevent his roaming.
Squishy and skillshot reliant. In an even hp% fight, you win, as long as you hit E and Q. Your ghouls, once again, block skillshots, cockblocking a lot of her potential.
Needs to be majorly ahead of you to threaten to kill you. If she doesn't, you obliterate her, and her ult won't save her from your chase.
The fear is the only threat he poses. His W only makes him an easier target for your massive frontloaded damage, whatever he does, he loses.
In theory Gambler runes are viable here, but I really wouldn't bet (hehe) on it, pick I Am Bullied instead. This is a painful match up, her Q can be used to dodge your Es (which is terrible for you) and escape your W. She can stun you with her parry if your W accidentally displaces her, so careful. Also, she can 100-0 you in late game if she hits 4 vitals, so careful with that.
Can be a bit annoying, but he can't damage you without getting heavily damaged himself. Most likely a "you don't kill each other" lane. Gambler runes kinda viable, but extra risky, take it as you will. D Shield. His damage can be scary sometimes, but your chase potential is amazing vs him as he only has one proper get away tool.
Tank vs tank shredder. Gambler runes highly viable, D Shield preffered but not mandatory. His anti-AP properties are borderline useless against you. If he taunts you, he focuses you and your summons on himself, which will almost never be to his benefit.
He will likely disable your First Strike, so go Bullied instead, unless you're amazing at out-spacing Gangplank players. He has deceptively strong lvl 1, so don't fall for the cheese. You can use your Q reset to clear barrels with ease. Don't let him set up proper area control with these. His orange doesn't cleanse being in your wall, so that's amazing news. If you manage to hit E into W on him with 4 ghouls, he either flashes or dies.
Textbook gambler match up. D Shield. Try and E him whenever First Strike is up. You can E him after he uses Q, that will slow him after he wasted his slow cleanse, meaning he'll be helpless and you win the trade. In mutual all ins, use W to separate yourselves from one another, so you don't soak up too much damage when it's not necessary. Don't ever be below 40% HP near him, especially after 6.
Bullied runes, D Shield. He's very annoying and slippery. Good idea to rush Swifty boots against him. Unless one of you is vastly better than the other, this should be a lane without kills.
Nice sustain and damage, but luckily very kiteable for you. Gambler viable, D Shield. In extended fights (3 seconds and longer) you win hard, so aim for those. Careful not to get wombo comboed by his ult.
Annoying, but manageable. Take Gambler at your own risk, it's gonna be tricky. Remember that standing behind minions prevents his attack from dealing damage to you, take advantage of that. As most ranged characters, he's gonna cry once you land a proper E on him.
D Shield, Gambler is too risky to be worth it. Annoying match up. Careful of her insanely strong level 1 (given she starts with E and has Ignite). Walk into her safe space to make your ghouls deal damage to her while inside it. Generally those fights are gonna be sweaty, but the most obvious way of losing is standing in her Q sweet spot, so don't be doing that. Anti-heal is good here.
Mediocre in jungle, terrible in lane. He can fear your whole squad with ult and that's about it. His damage is laughable, as long as you hit E - he's big dead.
Pain. I Am Bullied runes, D Shield. You'll most likely spend the first 6 levels farming under the turret. After you get ult, his turrets get relatively easy to manage.
You can just walk out of her damaging skills, her E is an easily blockable skillshot. Buying armor cripples her damage. But really, the core if the match up is: WALK. AWAY. FROM. HER. DAMAGE. Don't ever just stand in her ult. With a bit of micro skills, you're gonna beat her without a sweat. Runes and items based on confidence.
Irelia is a 1v1 nightmare for most characters. She's extra bad for Yorick though, because she can one-shot your ghouls with her Q, stack to full and then beat you to death with ease. You should be banning her. If you didn't for some reason, prepare to spend a lot of time under turret, take D Shield and I am Bullied runes. This build deals with Irelia a tiny bit better because she can't one shot your ghouls as they land, and you have decent burst damage. Anti-heal highly advised.
Surprisingly strong. Even if he doesn't hit any Qs, his ganks are gonna hurt due to Daisy and his permashield.
Skill match up, but Jax favored. Take Bullied and D Shield. Avoid getting stunned by his umbrella, don't attack him while he has it active. His E also blocks your ghouls, so be patient with throwing them at him. If he burns his jump to get to you, cage him and retaliate. Punish him when his E is down. It's a really honest skill fight, good luck.
Can be a bit annoying early, as all ranged champions are, but unless you're walking into everything you should be fine, his early damage is quite lacking. Go Bullied runes and D Shield. If you hit an E and all in, you win a trade and you win it hard. If it's a kill angle, make sure to position in a way that when he uses his "push away" ability, you aren't sent completely out of range. Once behind, he's going to be absolutely miserable.
Bullied runes (unless you're extra cocky), D Shield. She's annoying and can bully early, but that's assuming you will get hit. You can shield yourself with minions against that, requires a bit of footwork but is doable. You have the general upper hand because even if she roots you, your ghouls are still in her face, dealing damage and blocking her projectiles from reaching you.
His lvl 1 is ridiculously strong, so try your hardest not to get hit by his Qs. Bullied runes, D Shield. He's immobile and with a terrible attack animation (can't clear ghouls efficiently), so after the initial hurdles you should be killing him easily each time he shows up. If he uses R while alive, you can interrupt it with your W wall displacement (place it so the wall bumps him).
Gambler runes, D Blade. Your plan is to kill him early, then snowball faster than he can scale. Before getting 6 he's miserable against you, and you better keep him that way.
Gambler viable, whatever starter items you feel like. Katarina is an easy laner to beat. Just don't stand in her dagger blast range. If she blinks to a dagger, punish with a near guaranteed E. You can disrupt her R with your W wall displacement.
Gambler runes viable, D Blade preffered. She's a time bomb, your plan is to bully her. As any ranged character, she's immobile and doesn't have tools to deal with your all in, with the exception of her ult. But that's a long cooldown, just force her to burn it then kill her next time.
Easy jungler to deal with. If he commits, you most likely beat the living shit out of him, you both out-burst and out-sustain him.
Annoying match up that will require quite a bit of footwork, but should never pose a real danger. Bullied, D Shield.
You counter him, as your summons make his isolation passive never happen. If he's dumb enough to jump in, he's dead.
Actually a potent ganker that can ruin your day. Your best bet is to burst her down, because despite being a ranged character, she both has the mobility and the tools needed to get rid of your summons.
Kled is extremely dangerous early, then falls off harder and harder as the game goes on. Gambler is viable, D Shield is mandatory. Don't let him attack you more than 3 times when he's small, finish him off with summons instead. Be extremely careful at levels 1-3.
Annoying, fairly uninteractive, hard to catch. Take Bullied runes and D Shield. You burst her a lot if you hit an E. Most likely a no kill lane, your goal is to outfarm her and prevent any roams.
In lane he's weaker than in the jungle. In case of an all in, you win as long as you manage to stick to him after he starts escaping. Gambler is viable, D Shield is recommended.
Annoying but manageable. She's a tank shredder and you're not tanky. The trickiest part about this lane is ever hitting your E, you might need to trap her with W first. Gambler is viable, D Shield is highly recommended.
Decent damage, ok mobility, buuut terrible range. If you get to all in, you obliterate her. Gambler viable, D Shield highly recommended.
Annoying bully. You want to be preserving as much HP as you can before hitting that sweet sweet E. I am Bullied runes are a good idea, D Shield is vital.
Can be a very annoying bully. Gambler runes not viable, you want D Shield. Played well, she can shut down your every attempt at all-inning, but on the flipside, even if she polymorphs you, your ghouls still commit and deal amazing damage to her. She's extra deadly during ganks, so careful.
Gambler, while possible, is very unlikely to work, so take Bullied instead. This match up will test your jukes. If you manage to pull an all-in, it's gonna hurt like hell. Long story short, an explosive match up. Make sure to heal up between her outbursts and punish if she misses.
No chance to utilize Gambler here, unless you can time your E hit just as your First Strike goes off-cooldown. D Shield. Don't get bullied, your goal is to heal up whenever he Q pokes and avoid staying in his melee range too long. Extra deadly during ganks so have your vision game in check. Whether he builds tank or full damage, he's gonna fall behind you. He'll most likely group with his team and provide amazing utility, so you make damn sure you retaliate with spicy amounts of splitpush to offset that.
This is a funny match up. Gambler not viable, D Shield. Stay away from infected minions. Your all-ins look similar, but the difference is - you deal more burst damage and have shorter cooldowns. Good luck.
Has good CC and sustain but the damage is mediocre. Gambler viable if you can dodge his saplings and do some tethering against his dash. D Blade if you're confident. You should be melting him no problem from level 6 onwards.
Laughably easy to beat as Yorick, even when fed. W under yourself when he engages with Q, then use your goons (and possibly a turret if you can manage) to beat him to death. If he doesn't one-shot you in the first second of combat, he loses.
In theory, he should be the bane of your existance (which is the reason he's a frequent counterpick), but in practice, he's freelo. Gambler viable, D Shield. His R isolates you from ghouls and Maiden so be ready for that. NEVER use R inside his R, your summons will be annihilated the moment his R ends. Don't dive him unless he burned his R. Save W, so you can use it in his R to kite him around it (this is crucial). Long story short, his R is the only real danger he poses against you, so play around it. Also, maxing W second against him is a viable idea. Anti-heal is a neat idea.
The key to this match up is - don't let him play the game. Gambler runes, Long Sword start. You want to reach level 2 before him by farming aggresively then all in him with E to take 2/3 of his health in a combo. Then zone him off minions, prefferably so he misses out on exp too, and set this up as a slow push. Cripple him good enough and he'll spend the rest of the game getting one-shot whenever he shows up. He's not in Tiny only because there still is the risk that he will scale and take over the game. Your whole gameplan is to bully him into that never happening. Good luck. Anti-heal does a lot vs this guy.
Gambling not viable, D Shield. Annoying. Generally a similar lane to Lux, will test your juke skills. Her E is the most important skill to dodge, take extra care to do that. Very vulnerable when caught.
Pretty good damage and mobility, can be a pain in the ass and completely surprise you. Or fall flat on her face and die.
Only any dangerous if he ganks with ult. If he does, cage under yourself and get out of E range. Let the Maiden pop his shield before using E on him. If you land the E, he dies.
Nunu & Willump
Major pain in the ass. Can one-shot Maiden at any point of the game, which weakens you substantially. You can destroy his snowball by placing W ahead of him, ruining his gank.
Don't get too personal with him and you're fine. He's kinda on the easier side actually.
Can get a bit annoying with her poke, but lacks the burst to properly deal with you. Gambler kiiinda viable, D Shield. She's not really equipped to deal with your all in.
Gambler match up, D Shield, pretty easy lane. The thing with him is that unless he's very bad, neither of you will ever kill the other.
Annoying, but ultimately a cheese lane. Gambler viable, just keep in mind you likely won't proc it early (which is fine, it's pretty low value early). D Shield. Your plan is to punish him after his uninteractive combo. Your priority is to step away from his volley, prefferably wall him in and get behind him to start dealing damage again. If you don't get cheesed, you hard outscale him.
She's an early cheeser, just don't fall for it and watch her fall off. Gambler viable, D Shield is a must. Destroy her shields unless they set you up to get stunned against a wall. Always leave her Q area before it detonates. Her most annoying property is that she can use W to block your ghouls from jumping in, but it's a long cooldown, so you will eventually get her if you hit 2 Es in a row. Might be a no kill lane.
Gambler viable, D Shield. Remember that her Qs also deal damage behind the first target, so being right behind minions isn't enough of a security measure. Hit an E in her downtime and she will lose the trade. You will always be a mortal threat to each other. Buying an earlier Edge of Night might help a lot.
Highly annoying bully, the Bullied runes and D Shield are a must. You want to get pushed and farm up under turret. If she uses her E (dash at you and back), she's setting herself up for an unmissable E, so use it then for great retaliation (it's likely your only chance to kill her good).
Can be annoying and dangerous as a ganker, but luckily your Maiden's tank melting applies to him no matter what he does. And your ghouls can greatly help too!
Has a strong combo, but is very vulnerable before getting on top of you. It's a contest of who kills who first.
Early lane bully that falls off as the game progresses. Will likely build to be a bruiser, which you can reliably melt with a combo. Gambler not recommended, D Shield mandatory.
Cheese lane. Gambler viable, D Shield. If you hit an E at him while he's in the bush, you win the all in, just stand on top of him and catch him with the W. He will regain a lot of health with his W, but after that he's a total sitting duck.
Sweaty lane that can swing hard either way. Gambler viable, D Shield. Save your W for after her E dash. Don't get surprised by her ult combo, she can 100-0 you with it if she gets the chance.
He's an early bully, just stand a bit back when he uses Q and use your minions to block his Es. Gambler is viable if you're decent at the match up, D Shield is recomended big time. From level 6 you can beat him with little effort, just don't stand in his ult.
Gambler kinda viable, D Shield. Don't let him poke you too hard early. Once you're lvl 3, he has no tools for dealing with you, and it will keep getting worse for him. Yorick might be Ryze's hardest counter.
Annoying early cheeser. If he's any good, he'll zone you away from farm. Using E poke to slowly erode his health is pretty good. Gambler is viable, D Shield is vital. Avoid his W sweet spot at all cost.
Very unlikely you will ever kill him, while he usually gets to do things to you. Warding deeper into the river is a decent idea. Mostly, you want to avoid him, unless he's extraordinarily stupid.
Highly annoying. Gambler viable, D Shield recommended. Has cheese potential at levels 1 and 2. His W area makes both you and your ghouls deal no damage. You can waste his ultimate by displacing him with your W, the condition is that the edge of the wall bops his hitbox.
Kill or be killed situation. You both have the potential to one shot the other as long as you hit your combo.
Don't step into his poison, don't try to dive him, and that's it. If he does to proxy - cool, you can keep up with that. If he decides to lane, a landed E means a won trade.
Gambler runes, starter items dependant on confidence. If he's building tank, this is gonna be the easiest lane of your life. If he's building lethality, you're gonna need to put in some footwork into it, but should still be fine. Your W can cock block his ult.
Not much of a danger, unless you actually let him walk up from behind (that's a major lapse in map awareness) and take you on a romantic trip under the enemy turret. In any other circumstances, you beat the shit out of him.
Deceptively strong early, don't get cheesed. Play "ring around the rosey" with him around allied minions. Gambler viable, D Shield. Really a thing of "hit and don't get hit". Anti-heal cripples him substantially.
Almost Tiny, he's seriously weak, which is great. Gambler viable, D Shield. He's only dangerous if you're left with him alone, with no minions to shield you from him, so avoid that at all cost. He's a tank and you melt tanks. You can interrupt his W teleportation with your wall by bumping him mid-cast with the collision. If he's caught by you, he's gonna take a massive hit.
Has a bit of burst and CC, but generally you're more of a danger than she is.
Will likely show up to finish you off. You can use E and avoid getting in his jump range. If he for some reason shows up and fails to one-shot you, you kill him.
Survive level one and it only get easier. Gambler runes not really viable, D Shield required. If you hit an E on him and then trap him in W, he's in serious trouble. Rinse and repeat.
Can ingore your set up and just club you to death. You're really dependant on kiting or trapping him in W. In lane - Gambler viable, starter dependant on confidence. Don't get cheesed. Anti-heal is a decent idea.
Gambler viable, starter based on confidence. Don't let him stack fury early. Ideally, you want to bully him pre-6. He's always dangerous post-6, be ready to kite him away while during his ult all in. His E can ingore your wall, but needs him to be attacking to regain the cooldown, so wall him AFTER he dashes with E.
Easy lane. His Q is easy to sidestep, his W does negligible damage (you can heal it back) and he has no way of dealing with your full combo. If he roams with ult, you take plates. Whatever happens, you should be winning. Gambler not really viable, D Shield is the obvious start.
Super easy to kite and trap, almost as easy to beat 1v1.
Gambler viable, D Shield necessary. Avoid his E at all cost. His W one-shots your ghouls rapidly, but you can prevent that by standing on top of him, becoming the priority target. Don't be on low HP near him, or you'll get executed.
Extremally punishing. Get the Bullied runes and D Shield. Every missed E means a lot, as you're leaking in resources the longer she gets to play unpunished. If you do hit an E, you get a rare chance to beat her ass.
His skills are easy to dodge. Gambler viable, D Shield. The best he can do against you when you all in is cage himself, so jumping ghouls stop on the cage walls, other than that he's very dead.
Requires a fair bit of footwork, Gambler runes not recommended, D Shield is vital. Standard mage procedure, survive the poke and destroy him in an all in.
Gambler not viable, D Shield. She's a more modernised Annie, you want to dodge her poke and get a solid all-in. Edge of Night early is a decent idea.
Good at engage, but can't really beat you. Kill her dead.
His solo ganks are terrible, you can pretty reliably wall him in his invisibility or during his stun dash, ruining it completely. In lane, you win hard as long as you don't get hit by literally every Q he does. It's a Gambler + D Shield lane. Anti-heal is never wrong here.
Gambler not viable, D Shield. Has actually good enough poke to deal with you and his W is a surprisingly good "get off me" tool. Still, you hit like a truck if you do hit him.
Gambler not viable unless you can hit your Es just as your First Strike refreshes. This is a favorable match up. His W stain form can't (!) pass through your W wall. Your full combo absolutely outdoes his sustain. Survive level 1 and you're gucci. Anti-heal turns him into a joke too.
Mostly a cheese lane. Back off a little once his chain lightning activates, deal as much damage as you can to the minions before that happens. Avoid his thuder circle. In battle, you want to close him in W and come by from time to time to aa>Q. Gambler runes very iffy, not really recommended. D Shield is a must. You melt him later on (from level 6 you're about equally powerful).
Scary cheese lane. Let him push in, you stand no chance 1v1. Gambler is viable, you just won't be getting any use out of it in the first few levels. Once lvl 6, you have the upper hand. Just don't get cheesed. Anti-heal is great here.
Annoying, but manageable. Gambler viable, D Shield. Can just run at you and kill you lvl 1, careful of that. If you hit him with E and he does the fake clone thing, the clone will not have your Es mark on it, so pay attention to that. Also, your ghouls will jump to him even while invisible. Be extra careful of his double ult cheese combos, they're absolutely obnoxious.
This is a juke lane, dodge whatever you can. He's very squishy and mana hungry, so if you get a good all in angle, he's likely dead. Gambler very not viable, I'd take Bullied runes here. D Shield.
Xin top cheese strat is cringe. Gambler can work, D Shield is a great idea. Keep dodging his W (long line attack) and you're at an advantage. If he gets an all in on you, punish with E then W, he will lose the trade. If you hit an E in neutral, he'll cry tears of despair. If his cheese doesn't work at levels 1-3, he's gonna be utterly useless for the rest of the game.
Gambler kinda viable, D Shield. Annoying lane, you want to really CS as good as possible. The best thing he has against you is his E, as he can effortlessly make himself impossible to hit and initiate the combo. If you do somehow hit the E, that's gonna hurt very bad. Get anti-heal eventually.
Yone is actually an easy lane. Sidestep or completely avoid his Q3 whenever he attempts it, generally keep your distance and try to hit E before comitting. Gambler viable, D Shield prefferable. If he uses E without threatening to kill you, all in him and kite in the direction of his return point. If he doesn't have Q3 ready, W his body so that when he returns, he's stuck and helpless. Later into the game, each E hit will absolutely obliterate his health, and an all in might be enough to kill him. Anti-heal is advised.
Blind Pick sucks
His danger mostly comes in the form of his engage, but in an actual fight, you beat his ass and it's not even close. Anti-heal is nice vs him, but shouldn't really be a priority.
Can be very dangerous, and will require a bit of juking, but also has a long cooldown on his W and your burst can annihilate him. It's a "kill or be killed" lane. Gambler iffy but viable, D Shield recommended.
Most likely a no kill lane. You're gonna have to do a lot of juking. Gambler viable only if you're crazy good at dodging, D Shield recommended.
Very skillshot reliant, while you're a meatshield generator. Gambler disadvised, D Shield recommended. If she uses ult, you can E her starting point for a guaranteed E hit. She has no tool for dealing with your combo, and avoiding her poke shouldn't be that hard.
This lane is a war of resources, you will likely both be taking heavy damage. Gambler is impossible in this match up, D Shield is a must. Bullied runes are a good idea.
You're supposed to be a splitpusher, so you don't really care about teammates affecting you directly. The real synergy are the teammates that keep doing their job on the map instead of swarming to you to ruin your strategy and turn off your Hullbreaker.
You're supposed to be a splitpusher, so you don't really care about teammates affecting you directly. The real synergy are the teammates that keep doing their job on the map instead of swarming to you to ruin your strategy and turn off your Hullbreaker.
Champion Build Guide
This is an intermediate Yorick guide. You need to be at least base-line decent at this champion to get any benefits from this, so if you're just getting started, I strongly advise you to go somewhere else.
This guide's goal is to explain in detail my newest Yorick build and playstyle. It is very high risk and high reward, and will be not very forgiving when it comes to even small missplays.
With that in mind, if played well, it can take over games to a ridiculous degree. It's generally quite similar to Lethality Sion, but with a bit less inting.
If you're a bored Yorick veteran and want to spice things up and give yourself a bit of a challenge, you're in the right place.
As of 12.1, this build is a bit weaker than it was in the preseason, the reason being the massive Eclipse nerf. On the flipside, the Teleport nerf made Yorick stronger in general. I'm yet to try and decide if this build is worth playing after the nerf, but it sure is fun.
Your gameplan is to dominate the money game - outfarm your lane opponent, gain easy money through First Strike procs, steal the enemy jungle to cripple their jungler, take all the plates and turrets you can. Your goal is to snowball, no matter if you get kills or not, to the point where you can close the game by splitting.
First Strike is absolutely amazing in a Lethality build, because after hitting your Mourning Mist, First Strike is procced and your ghouls make you a lot of money by dealing their obscene damage. Bonus points if you go there yourself, to maximize your gains even further.
Magical Footwear - this is a bit of a filler slot, but most match ups where First Strike is viable also don't require early boots from you. And free 400 gold of worth is always appreciated.
Biscuit Delivery - early sustain, great for making sure your laning is more stable no matter what happens. Not crucial, but appreciated.
Approach Velocity - now this is amazing! Makes your all-ins much easier. Also insane synergy with Serylda's Grudge.
Second Wind - Yorick is still Yorick, his early game is rough in most match-ups. This rune helps stabilize that.
Revitalize - synergizes with your Last Rites, Biscuit Delivery and also strenghtens both the healing and the shielding of Eclipse.
Doran's Shield start. Health, great sustain, easier farming. Absolutely premium starter for Yorick, with his infamously terrible early game.
Doran's Blade start. Less safety than Shield, but better damage. Good starter if you think you can manage surviving the lane without getting poked out.
Long Sword start. You trade away the 80 health of Doran's Blade for the +2 AD it has. Really cocky, but also optimal for burst damage and First Strike procs. If you can manage it - amazing.
Eclipse - A great deal of damage and decent sustain. You get a respectable shield every 6 seconds, and when you hit an E on your enemy, you get bonus movement speed both from this, your E and Approach Velocity, which adds up to some insane speeds.
Hullbreaker is too OP on Yorick not to build. Great base stats, better resistances than a tank mythic and on top of that it makes the main job of your character easier. This item is also great at rounding the build out a bit by providing some much needed beefiness.
Serylda's Grudge - great AD, flat penetration, but most importantly, slows on ability damage. In Yorick's case, each of Maiden or ghoul attacks is an instance of ability damage, which in practice means you permaslow someone. That means your Approach Velocity is permanent when in combat, your subsequent Es are easier to hit, and what's even beeter - your ghouls cancel way less autoattacks, which means better DPS in general. Absolutely God tier item.
Boots of Swiftness - speed is amazing in this build. Better chases after a kill. Better escapes when collapsed on while splitting. Enable you to steal the jungle without losing minions. If you can take these, do it.
Ionian Boots of Lucidity - shorter cooldown. Great if you want to Teleport more often or just be spamming Q and E. But not really as good as Swifties from my experience.
Black Cleaver - amazing AD, health Ability Haste, and then there's the passives: stacking flat armor pen and combat mobility. And the best part - your ghouls stack it to full in an instant (each ghoul deals a separate instance of physical damage)! Can be replaced with Youmuu's Ghostblade if you like your movement speed boosts on demand, but I firmly believe Black Cleaver is superior in most cases.
Edge of Night - health and lethality are great on their own, but this item really shines when you're against some hard hitting abilities. It's great for protecting your shutdown, that's for sure.
Youmuu's Ghostblade - again, mobility is great for dominating the map. This one also enables some ridiculous escapes even when deep inside enemy territory.
The Collector - not really essential or even amazing, but people getting surprise one-shot by ghouls never gets old.
Umbral Glaive - a free red trinket of sorts. Great if the enemy team is aggressive with their vision control, or if you're facing Teemo/ Shaco/etc.
Serpent's Fang - no longer a no brainer rush item, but still great against shields. So yeah, build against shields.
Chempunk Chainsword - the best anti-heal item for Yorick, gives AD and HP. You want to be building this only when forced to, it's not that great on its own.
Elixir of Wrath - more flat AD, it's all you really can ask for once you're full build. Let the one-shottening commence.
Your go to use of First Strike is to hit an E on your lane opponent while both 4 graves and your First Strike are ready. When that happens, not only will you achieve an explosive trade, you'll also get a significant bit richer for it.
Note, that the first damage instance doesn't count for the money gain. That's why First Strike is so great on Lethality Yorick! You deal your first damage through E, which is quite negligible, but right after that your lethality roided ghouls jump in, dealing the real damage.
It's generally a good idea to set up graves and keep your E ready whenever First Strike is down, so that once it goes off-cooldown, you're immediately ready for action.
Expect enemies that have at least half a braincell to poke you the moment they see First Strike ready on you, and play accordingly. This is the gambling part of this build.
A neat trick I've noticed early on - you can E an enemy just as you see First Strike is about to become active, then follow up with a chase. There's a tiny chance they'll react in time, giving you a massive heads-up, which means more damage and more money from the rune.
In this chapter I'll spill the tips and tricks to optimizing your money game.
The most basic thing - miss as few CS as possible. Wait for minion HP to get low enough, use your Q resets, use your ult's damage amp for new targets. You want to be on top of your CS game at all times.
It's impossible to freeze with your ult out, so your go to option is a slow push. You want to gather a big wave crash. Once the wave crashes, if there's a canon at at least one third HP, you can try throwing E under turret - your opponent will take a lot of damage while the cannon tanks the shots (making this whole manouver safer). If there's no cannon to enable this play - it's time to go stealing jungle.
Stealing jungle is way more viable when you're on red side, but it's still fine and doable on blue side. The core goal is - choke the enemy jungler out of gold and experience. Your gain compared to lane minions will stay rather unchanged, what really matters is weakening their team with the play.
If you're on blue side, the best idea most of the time is to go to Kruggs. Start with the smaller one and kite to the left so the minion wave doesn't have vision on you. You start with the smaller one so that you produce a ghoul faster that then will help you clear (optimizing for time is always good). You can sometimes fish for Red after that, maybe an enemy jungler will come to visit, make sure to say hEllo if he does.
If you're on red side, usually the best route is Wolves into Blue into Gromp. Wolves because as a multi-camp it's going to produce three ghouls for you to help you clear the rest, but also because being the most far off of the camps, it makes your pathing back to lane less awkward.
Also, something cool you can do - you can E over the wall onto Gromp, your ghouls will jump at him, clear him without dropping his aggro, then come back to help you in lane.
Turrets and Plates
If your laner ever dies of leaves the lane unguarded, it's often a great idea to take a plate or two, clear all the enemy minions while you're at it, then go back to base and restock.
If, for some god-forsaken reason, your laner roamed to an other lane and stays there for a long time, just get the whole turret, give your team the massive First Turret bounty. Whatever your opponent achieves with that roam, is most likely gonna be dwarfed by what you just did.
Since your plan is to commit to split-pushing, you should expect a response from the enemy team, most likely getting collapsed on by multiples of them. And that's great news! More people focusing on you means a lot of weight taken away from the rest of your team. As long as they don't mind you and keep playing their roles - this is golden.
This part is the reason this build stacks a lot of speed. Your plan is to pull a Singed and waste their time by running away. Of course, proper vision is crucial to pull this off.
And if their response is two people or less? Very likely you kill them, so that's even better. Whatever happens, you win and they lose, because either you carry doing this or enable your team to carry for you.
A neat trick I utilize quite often - overextend on a lane on purpose, inviting an ambush. Shove a wave, then, the moment the last enemy minion dies, recall on the spot. This way, if the ambush arrives, it's gonna be way too late while you just sent a wave strenghtened by your ghouls down the lane. The ghouls very probably will give you free farm and you can go push elsewhere. Just make sure not to summon new ghouls during the manouver, because newly summoned ghouls are created without aggro and will stay with you unless in combat for a good while.
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.
Good Luck and Have Fun to you.