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Runes: "We shall prevail. We have eternity"
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Chilling Smite
Flash
Items
Ability Order "What I do is just. Every horrid piece of it."
Shepherd of Souls (PASSIVE)
Yorick Passive Ability
Threats & Synergies
Kayn
My personal ban. He clears much faster before lvl 6 and clears faster even after lvl 6 when your clear becomes very fast. His red form also counters yorick in every way. You can't possibly lock him down, your cage means nothing to him and he counters bruisers with lifesteal and knockups. He also forces you to go for grevious wounds quite early.
Champion Build Guide
Eventhough he was always created as a juggernaut for the top lane, Yorick always seemed at home in the jungle to me. Yorick is a very unique jungler, there is no other champ that plays like him, even in the top lane, so imagine in the jungle.
His early clears are acceptable in speed if you know what you are doing and quite healthy because of his Last Rites and his ability to use his Ghouls to take aggro from the jungle monsters. Still this is his most exploitable part of ther game since he needs to bend specific camps to his advantage so that he can use his passive Shepherd of Souls to have healthier clears. Also his gangs before lvl 6 are not too strong because he can't maintain many gouls effectively. After lvl 6 he has the ability to maintain his Eulogy of the Isles and so he can clear the jungle pretty fast and always be ready to skirmish. Also because of his gouls and maiden he can solo objectives pretty easily. He has decent gangs with his Dark Procession zoning whole areas and his Mourning Mist slow. Another strong aspect he has is that even if he commits a lot of time in a gang and gets no kills he can erase turrets very fast. Finally because of his fast clears after lvl 6 he can deny jungle camps to the enemy pretty easily and fast. All in all, Yorick is a jungler for those that like strategy and map manipulation. Sometimes you need to push your raw force, some times you need to zone with your W and leave. Also every time you need to have a strong mentality because of all the toxic players that flame you for picking Yorick in the jungle (lol).
I believe that Yorick is a very underrated jungler that can be very strong in skilled hands. Who knows, maybe one day we will see more of him in the jungle, which is honestly very fresh and unique gameplay.
Yorick: "I am enough."
Early Game (levels 1-5)
Before level 6 your #1 priority should be farming and taking the Rift Scuttler. You don't generally prefer blue side because Blue Sentinel and gromp give you only one goul and the wolves can give you 2 ghouls efficiently (3 ghouls is unorthodox timing). If you need to start blue though, always go wolves second and not grump. If they don't give you leash the best camp to start is actually wolves because you cna make gouls while also not taking massive damage that the raptors would do to you. Also you can finish thte clear with Gromp and end up quite healthy and with good mana because of the blue buff. If you start red side then Krugs are much better than raports second, they are a much healthier clear and they give you gouls more easily. Remember that yorick is a good scuttle taker because his W cages it andreduces the scuttle's defenses and his E also counts as CC. You will need to play the champ a few times and try the clears to learn how to manage your gouls effectively.
Early to Mid Game (levels 6-10)
What are your advantages at this point:
1. With Maiden, your clears are now pretty fast.
2. You can solo objectives pretty fast.
3. Rift Herald before the plates fall is your best choice. Yorick can use the maiden and ghouls as a bait and hit the eye very easily. When he kills a lane, especially top lane, the combined power of two champions (one of which is ****ing Yorick and his shovel), The minion wave, The Ghouls, The Maiden and Herald means that two towers will disapear immediatly, even with the plates. This is a TON of Gold before the plates fall mins.
4. Your dueling power is pretty strong at this point, especially with Sheen.
What you need to be careful of:
1. Staying too much in the jng, setting your lanes too far behind and make them tilt hard.
2. Losing your Maiden! At this point of the game your clear is not good without the maiden and you also lose your strong objective control and duel power. Eulogy of the Isles has a massive cooldown at this point as well, so doing something stupid that will make you lose the maiden without getting nothing bad is not a good idea. Your moves need to be worth it.
Mid and Late Game (levels 11-18)
~ At this point of the game Yorick does Yorick stuff similar to what he does in the top lane. If he wins skirmishes he removes turrets pretty fast. He can also deny camps from the enemy jungle in an instance. Splitpushing is generally good on the champ but it's not always a good idea. It depends on how easily the enemy champions can punish you and how far ahead or behind you are.
~ A good thing about Yorick jungle is that because he plays that role there is a bigger possibility for the team to have other hypercarries in the top mid and bot lanes. This means that is some late game situations it's more worth it for Yorick to release The Maiden in a lane while he teamfights, since his team will still have damage.
~ Baron Nashor combined with Yorick stuff is too opressive, most of the times the enemy team struggles a lot to defend effectively if they are even slightly behind.
VS
When it comes to Yorick top it has been proven that Trinity Force is the best item most of the time because it gives him bonus movement speed to stick to the enemies he marks and because it also gives him attack speed to demolish turrets more quickly, last hit more easily and ad dmore auto's in teamfights.
When it comes to this Jng build though, we get the movement speed form the Fleet Footwork rune and some attack speed from the attack speed rune. We also tend to split push more than Yorick top so the attack speed has less value after level 6 that Yorick clears more with the Ghouls and maiden. Divine Sunderer and Serylda's Grudge have better synergy together as well because they give more burst, armor pen and max health dmg. The extra health of the sunderer is also quite usefull since Serylda's is a pure offensive item that gives no defense stats.
VS
Coqnueror is the superior rune in late game extended duels and team fights. That's why it's preferred in the Top Lane against two or more tanky opponents over Grasp of the Undying.
In the jungle though the values are different. Stats like movement speed and healthy clears are more important because if you are low on life you can't fight anyway and scale to reach the lategame teamfights. So I ended up with a rune that is stronger in the early to mid game, when Yorick is weaker. The heal it gives works on jungle monsters unlike conqueror, making Yorick's clears much healthier. His dueling is far more competent early game with fleet and the movemednt speed it gives allows us to put trinity force aside for the more damage-heavy Sunderer build. {Grasp is irrelevant in the jungle).
This is my Yorick jungle guide. I hope you all have success and gain free LP with it. More importantly though, I hope that you also become a part of The Shovel community, playing the game in an "out of the box way" and not being meta slaves. GLHF <3.
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