Yorick, the Gravedigger
Base Stats:
Damage: 51.7 (+3.5 / per level)
Health: 421 (+85 / per level)
Mana: 235 (+35 / per level)
Move Speed: 320
Armor: 15 (+3.6 / per level)
Spell Block: 30 (+1.25 / per level)
Health Regen: 1.4 (+0.14 / per level)
Mana Regen: 1.2 (+0.09 / per level)
Omen of War: Yorick’s next attack will deal bonus physical damage and summon a Spectral Ghoul that deals additional damage and moves faster than Yorick’s other ghouls. While the Spectral Ghoul is alive, Yorick moves faster as well.
Bonus damage: 30 / 60 / 90 / 120 / 150 (+1.2 bonus physical damage)
additional ghoul attack damage: 8 / 16 / 24 / 32 / 40
move speed bonus (both yorick and ghoul): 15% / 20% / 25% / 30% / 35%
Cooldown: 9 / 8 / 7 / 6 / 5 sec
Cost: 40 / 40 / 40 / 40 / 40 mana
Range: 650
Omen of Pestilence: Yorick summons a Decaying Ghoul that arrives with a violent explosion, dealing damage and slowing nearby enemies. While the Decaying Ghoul remains alive, nearby enemies continue to be slowed.
Damage: 60 / 95 / 130 / 165 / (+1.0 bonus magical damage)
Initial slow: (1.5 sec) 20% / 25% / 30% / 35% / 40%
Ongoing slow (while ghoul is alive which is 5 sec or until killed): 10% / 12.5% / 15% / 17.5% / 20%
Cooldown: 12 sec
Cost: 40 / 45 / 50 / 55 / 60 mana
Range: 550
Omen of Famine: Yorick steals life from his target and summons a Ravenous Ghoul that heals Yorick for the damage it deals.
Damage: 55 / 80 / 115 / 145 / 175 (+1.0 bonus physical damage)
Cooldown: 10 / 9 / 8 / 7 / 6 sec
Cost: 55 / 60 / 65 / 70 / 75 mana
Range: 550
Omen of Death (Ultimate): Yorick conjures a revenant in the image of one of his allies. If his ally dies while its revenant is alive, the revenant sacrifices itself to reanimate them and give them time to enact vengeance.
revenant lasts 10 seconds or until dead
revenant can be controlled by holding ALT (like Tibbers)
revenants deal 45% / 60% / 75% of ally's attack damage
Cooldown: 120 / 105 / 90 sec
Cost: 100 / 100 / 100 mana
Range: 850
Unholy Covenant (Passive): Yorick's takes 5% reduced damage and his basic attacks deal 5% more damage for each summon that is active. Meanwhile, Yorick's ghouls have 35% of Yorick's Attack Damage and Health.
Patch Changes:
November 29th, 2011 Patch 1.0.0.130 + Show Spoiler +
* Fixed a bug where Ignite's tick damage dealing the killing blow caused Omen of Death to fail to reanimate its bearer
* Fixed a bug where Leona's Sunlight passive and the Dominion center Sigil could cause an immediate double kill against the Omen of Death target
* Fixed a bug where if Ignite killed the Omen of Death bearer, they would not be reanimated
* Fixed a bug where Vayne's Silvered Bolts sometimes caused Omen of Death to fail to reanimate its bearer
* Fixed a bug where Leona's Sunlight passive and the Dominion center Sigil could cause an immediate double kill against the Omen of Death target
* Fixed a bug where if Ignite killed the Omen of Death bearer, they would not be reanimated
* Fixed a bug where Vayne's Silvered Bolts sometimes caused Omen of Death to fail to reanimate its bearer
August 9th, 2011 Patch 1.0.0.123: + Show Spoiler +
Omen of War attack damage ratio increased to 1.2 from 1
July 26, 2011 Patch 1.0.0.122: + Show Spoiler +
Base armor of ghouls reduced to 10 from 20
Omen of Death damage percent reduced to 45/60/75% from 50/75/100%
Omen of Pestilence now scales off of ability power at a 1.0 ratio instead of a .8 bonus attack damage ratio
Omen of Famine
Heals for 40% of the damage dealt, down from 50%
Range reduced to 550 from 650
Omen of Death damage percent reduced to 45/60/75% from 50/75/100%
Omen of Pestilence now scales off of ability power at a 1.0 ratio instead of a .8 bonus attack damage ratio
Omen of Famine
Heals for 40% of the damage dealt, down from 50%
Range reduced to 550 from 650
July 8, 2011 Patch 1.38.38: + Show Spoiler +
Omen of War
Fixed a bug where the Spectral Ghoul would not spawn if Yorick was silenced.
Omen of Pestilence
Increased the cast range by 50
Improved the consistency of the AoE slow by increasing the radius and rate of application.
Mana cost reduced to 40/45/50/55//60 from 50/55/60/65/70
Omen of Famine
Mana cost reduced to 55/60/65/70/75 from 60/65/70/75/80
Omen of Death
Updated the visual of Reanimated Champions to better show when a Champion has revived.
Removed the health decay on the Revenant and Reanimated pets
Fixed a bug with the interaction between Chronoshift and Revenants
Fixed a bug with Heimerdinger's turrets and the Reanimated state
Unholy Symbiosis
Yorick now takes 5% reduced damage for each summon that is active.
Increased the Attack Damage and Health of ghouls to 35% from 30% of Yorick's Attack Damage and Health
Ghouls
Ghouls are now immune to slows.
Ghouls take 50% reduced damage from AoE abilities
General
Mana per level increased to 35 from 30
Health per level increased to 85 from 80
Armor per level increased to 3.6 from 3
Base Movement speed increased to 320 from 315
Slightly increased his base Attack Speed
Fixed a bug where the Spectral Ghoul would not spawn if Yorick was silenced.
Omen of Pestilence
Increased the cast range by 50
Improved the consistency of the AoE slow by increasing the radius and rate of application.
Mana cost reduced to 40/45/50/55//60 from 50/55/60/65/70
Omen of Famine
Mana cost reduced to 55/60/65/70/75 from 60/65/70/75/80
Omen of Death
Updated the visual of Reanimated Champions to better show when a Champion has revived.
Removed the health decay on the Revenant and Reanimated pets
Fixed a bug with the interaction between Chronoshift and Revenants
Fixed a bug with Heimerdinger's turrets and the Reanimated state
Unholy Symbiosis
Yorick now takes 5% reduced damage for each summon that is active.
Increased the Attack Damage and Health of ghouls to 35% from 30% of Yorick's Attack Damage and Health
Ghouls
Ghouls are now immune to slows.
Ghouls take 50% reduced damage from AoE abilities
General
Mana per level increased to 35 from 30
Health per level increased to 85 from 80
Armor per level increased to 3.6 from 3
Base Movement speed increased to 320 from 315
Slightly increased his base Attack Speed
Builds:
Volibear Patch:
Asdkmoga's Guide to Bottom Lane Dominion: + Show Spoiler +
Yorick is easily one of the strongest bottom lanes in Dominion at the moment, particularly because he can shut down many a heimer, who is currently quite typical.
i like taking promote Exhaust, to win 1v1's and pushing usually, but can toss in a ghost or ignite or whatever reallly.
Runes:
9 Armor Pen Reds
9 Attackspeed Yellows (or armor)
9 Attack Speed Blues (or magic resist)
3 Movement Speed Quints
as well as going 21/0/9 in Masteries.
W>Q>E>R/Q>W>E>R
I start off Prospectors blade, boots and 2 health bots. all of this is pretty aggressive, with runes and masteries so you can alternatively start off Chalice if you so perfer, and need the magic resist, like against a malzahar, but typically i find you can just right click someone, and with exhaust or a possible ignite theres almost nothing they can do early on.
Start off hitting them with W and E and smack them with a Q, and if they dont immediately run your ghouls and you will usually do too much damage for them to handle, and will give you the side with the health bonus of the lane, (which is why i normally dont open up mana potions). if they are melee and you can get against them often max your Q first, but typically if they are range/have a root/push minions hard you can max W, and spam it against minions. although this is your spell that goes off AP and your going to go AD hard late game, i still find this to be the best choice as it harasses basicly the same as E early game but splashes minions and slows, a very nice spell.
From here you can go Spirit Visage or the Non-heart-of-gold aspect of Randuins Omen if you need the armor. From here you will drop off slightly as you accumulate gold, unless you get some AD soon, which is why i go into Sanguine Blade, in which case instead you sky rocket. The lifesteal from E, and Sanguine Blade, combined with your Spirit Visage is nothing to look down upon, and in some cases, if you continously attack minions and keep your charges up, they cant really out DPS your life steal at this point in the game.
Next options would probably be Zeal -> Trinity Force for movement speed, but Brutalizer -> tri or phage -> tri are also good options, brutalizer if you arnt being kited hard, and phage if you need the extra health and to be tankier...
for AP heavy teams i'd get a FoN, AD heavy i'd get a Thorn Mail, Most games wont go this long, but if they do you can invest into a Quick Silver Sash to get rid of those nasty shut downs, or Infinity Edge, or really anything AD or Tanky, its all pretty solid on yorick tbh
i like taking promote Exhaust, to win 1v1's and pushing usually, but can toss in a ghost or ignite or whatever reallly.
Runes:
9 Armor Pen Reds
9 Attackspeed Yellows (or armor)
9 Attack Speed Blues (or magic resist)
3 Movement Speed Quints
as well as going 21/0/9 in Masteries.
W>Q>E>R/Q>W>E>R
I start off Prospectors blade, boots and 2 health bots. all of this is pretty aggressive, with runes and masteries so you can alternatively start off Chalice if you so perfer, and need the magic resist, like against a malzahar, but typically i find you can just right click someone, and with exhaust or a possible ignite theres almost nothing they can do early on.
Start off hitting them with W and E and smack them with a Q, and if they dont immediately run your ghouls and you will usually do too much damage for them to handle, and will give you the side with the health bonus of the lane, (which is why i normally dont open up mana potions). if they are melee and you can get against them often max your Q first, but typically if they are range/have a root/push minions hard you can max W, and spam it against minions. although this is your spell that goes off AP and your going to go AD hard late game, i still find this to be the best choice as it harasses basicly the same as E early game but splashes minions and slows, a very nice spell.
From here you can go Spirit Visage or the Non-heart-of-gold aspect of Randuins Omen if you need the armor. From here you will drop off slightly as you accumulate gold, unless you get some AD soon, which is why i go into Sanguine Blade, in which case instead you sky rocket. The lifesteal from E, and Sanguine Blade, combined with your Spirit Visage is nothing to look down upon, and in some cases, if you continously attack minions and keep your charges up, they cant really out DPS your life steal at this point in the game.
Next options would probably be Zeal -> Trinity Force for movement speed, but Brutalizer -> tri or phage -> tri are also good options, brutalizer if you arnt being kited hard, and phage if you need the extra health and to be tankier...
for AP heavy teams i'd get a FoN, AD heavy i'd get a Thorn Mail, Most games wont go this long, but if they do you can invest into a Quick Silver Sash to get rid of those nasty shut downs, or Infinity Edge, or really anything AD or Tanky, its all pretty solid on yorick tbh
Xerath Patch:
STS17's Laning Top Summoner Rifts: + Show Spoiler +
Runes:
Red: ArPen
Yellow: Flat Armor
Blue: Scaling MRes
Quints: ArPen
Masteries: 9/21/0
R>E>Q>W
Get Q at 2 against most (Stronger nuke in melee trades) and W against those who like to chill in the brush because you get a free face checker ability and the instant sight from it keeps your E from breaking off of the champ if they use the brush to escape. W also breaks Garen's passive so dropping it in a brush when he's hiding really kills his ability to sustain himself and you'll quickly push him out of lane if you aren't dumb enough to eat a full Q -> Spin combo.
The goal here is a good heavy tanky set-up without sacrificing early game harass. 15% MPen and 25 ArPen maximizes the healing and damage from your E which will be your primary sustain and harass tool in lane.
I have never really come across a lane where I lose (lose being defined as behind in farm compared to your opponent) and you can zone / outharass a good number of champions.
I'm also not afraid to change that set-up if I think my opponent will be heavily harassing me or if I have an aggressive jungler. For example, against an opponent who forces you to use your spells often (Garen, an aggressive AP Trynd, some Singed, etc.) you may want to consider MP5 runes and going deep enough into utility to grab MP5 there as well.
Your runes and masteries are fairly flexible and once you get your Tear it's almost impossible to push you out of the lane.
Red: ArPen
Yellow: Flat Armor
Blue: Scaling MRes
Quints: ArPen
Masteries: 9/21/0
R>E>Q>W
Get Q at 2 against most (Stronger nuke in melee trades) and W against those who like to chill in the brush because you get a free face checker ability and the instant sight from it keeps your E from breaking off of the champ if they use the brush to escape. W also breaks Garen's passive so dropping it in a brush when he's hiding really kills his ability to sustain himself and you'll quickly push him out of lane if you aren't dumb enough to eat a full Q -> Spin combo.
The goal here is a good heavy tanky set-up without sacrificing early game harass. 15% MPen and 25 ArPen maximizes the healing and damage from your E which will be your primary sustain and harass tool in lane.
I have never really come across a lane where I lose (lose being defined as behind in farm compared to your opponent) and you can zone / outharass a good number of champions.
I'm also not afraid to change that set-up if I think my opponent will be heavily harassing me or if I have an aggressive jungler. For example, against an opponent who forces you to use your spells often (Garen, an aggressive AP Trynd, some Singed, etc.) you may want to consider MP5 runes and going deep enough into utility to grab MP5 there as well.
Your runes and masteries are fairly flexible and once you get your Tear it's almost impossible to push you out of the lane.
Before Patch:1.0.0.122
rwrzr's: + Show Spoiler +
Explanation -
Laning yorick just doesn't appeal to me. Jungle yorick doesn't have huge mana issues and is free to farm directly into his core items which come in useful pieces.
The Setup -
Red: Flat AD
Yellow: Flat Armor
Blue:Flat MR
Quints: Flat AD (I run 2 AD and 1 Apen cause I haven't bought a 3rd AD yet lolz)
Summoners - Flash + Smite
Masteries - 9/0/21
Skill Order - QEW -> R > E = Q > W
I'm not 100% sure i'm happy with this skill order, but the reasoning behind this particular order is because leveling Q helps jungling speed and E for the heal. The reason W is saved for later is because leveling doesn't reduce cooldown. BUT IT DOESNT MATTER CAUSE YOU ARE JUNGLE
YORRICK!!!
Route: Your blue -> wolves -> wraith etc. You can gank at 3 -> farm everything
Item Build - Cloth 5 -> Razor + Boots 1 + MR cloak -> Latern (Or stay razor if going BR) + Spirit Veil + Merctreads
Spirit Veil works so well on Yorick because no stats are wasted.
After this point you really are free to buy whatever you want/need. I like BR because you get AS + AD + Passive, but as long as you build something reasonable it doesn't matter ( READ: NO AP PREEZ)
Tactics -
When ganking from jungle obviously you want to target lanes where the opponents over extended. Ideally you want to be able to walk out and combo them, BUT I've had to flash and W them in order successfully slow and gank so if you have to burn flash don't worry too much.
As jungle yorick you NEED BLUE 100% of the early to mid game to make sure your constant jungle farming + ganking doesn't stop. As long as you have blue you can spam E to refill in between pressuring lanes.
I really like pink warding dragon around level 6-7 to clear wards and grab a free dragon. Yorick has no trouble soloing dragon just remember to pop your R on yourself and spam WQEQWEQEWQEQEQWEQWEQEQEQWEQEWQ. Free dragons are extremely funny.
Yorick adds an +1 extra champion to whatever you do so remember that your ulti isn't something that will necessarily turn the fight around.
Example: If we are pushing a tower I like to ulti either the carry or the tank and use that champion to just attack the tower while everyone is poking. You get damage on the tower and if they attack the image instead of your teammates your team still comes out ahead because they get to poke freely.
Q GIVES SPEED BOOST! If you are running away, chasing, or kiting consider Q'ing a creep to get the free boost
REMEMBER TO CONTROL YOUR MINION. If you ulti your carry you can send the image after their carry/support while you pressure the other carry/support.
If you have not Ulti'd yourself DO NOT DIE BEFORE THE GHOST. Yorick's skillset allows him to contribute even though he standing directly next to the enemy AND if you do it right using W + E you can dance in and out of the fight while healing and slowing.
Laning yorick just doesn't appeal to me. Jungle yorick doesn't have huge mana issues and is free to farm directly into his core items which come in useful pieces.
The Setup -
Red: Flat AD
Yellow: Flat Armor
Blue:Flat MR
Quints: Flat AD (I run 2 AD and 1 Apen cause I haven't bought a 3rd AD yet lolz)
Summoners - Flash + Smite
Masteries - 9/0/21
Skill Order - QEW -> R > E = Q > W
I'm not 100% sure i'm happy with this skill order, but the reasoning behind this particular order is because leveling Q helps jungling speed and E for the heal. The reason W is saved for later is because leveling doesn't reduce cooldown. BUT IT DOESNT MATTER CAUSE YOU ARE JUNGLE
YORRICK!!!
Route: Your blue -> wolves -> wraith etc. You can gank at 3 -> farm everything
Item Build - Cloth 5 -> Razor + Boots 1 + MR cloak -> Latern (Or stay razor if going BR) + Spirit Veil + Merctreads
Spirit Veil works so well on Yorick because no stats are wasted.
After this point you really are free to buy whatever you want/need. I like BR because you get AS + AD + Passive, but as long as you build something reasonable it doesn't matter ( READ: NO AP PREEZ)
Tactics -
When ganking from jungle obviously you want to target lanes where the opponents over extended. Ideally you want to be able to walk out and combo them, BUT I've had to flash and W them in order successfully slow and gank so if you have to burn flash don't worry too much.
As jungle yorick you NEED BLUE 100% of the early to mid game to make sure your constant jungle farming + ganking doesn't stop. As long as you have blue you can spam E to refill in between pressuring lanes.
I really like pink warding dragon around level 6-7 to clear wards and grab a free dragon. Yorick has no trouble soloing dragon just remember to pop your R on yourself and spam WQEQWEQEWQEQEQWEQWEQEQEQWEQEWQ. Free dragons are extremely funny.
Yorick adds an +1 extra champion to whatever you do so remember that your ulti isn't something that will necessarily turn the fight around.
Example: If we are pushing a tower I like to ulti either the carry or the tank and use that champion to just attack the tower while everyone is poking. You get damage on the tower and if they attack the image instead of your teammates your team still comes out ahead because they get to poke freely.
Q GIVES SPEED BOOST! If you are running away, chasing, or kiting consider Q'ing a creep to get the free boost
REMEMBER TO CONTROL YOUR MINION. If you ulti your carry you can send the image after their carry/support while you pressure the other carry/support.
If you have not Ulti'd yourself DO NOT DIE BEFORE THE GHOST. Yorick's skillset allows him to contribute even though he standing directly next to the enemy AND if you do it right using W + E you can dance in and out of the fight while healing and slowing.
Asdkmoga with collaboration:+ Show Spoiler +
Currently Lane Yorick is one of the best solo's in the game and i would say rivals Udyr at this point
go 0/9/21, because of your soon manamune taking advantage of that 9 defensive is extra beneficial, and early mana sustain is vital, so we take utility over offensive
Summoners i like flash/teleport, but this is pretty open, ghost ignite exhaust can be put in there when it suites you
Runes
9 armor pen reds
9 flat armor yellows
9 flat magic resist blues
9 flat hp quints
Skill order: EWEQE R>E>W>Q,
Your E is amazing for sustain in the lane and is quite good. Q is a very strong spell, but is melee reliant and thus is going to be trumped over your ranged harass.
Items: start with either a meki pendant potX2 or a dorans blade, if going dorans blade u can switch your flat hp quints with armor pen and be good. With this we are going to go for an early Tears -> Manamune with boots, and pretty much will every game. Manamune is a great item on yorick, and you'll notice even once you get Tears with ~22 mp5 your laning mana problems are no longer there, and you'll understand why you level E first, where you can push almost anyone out of the lane. Boots i perfer Merc treads
If your getting kills or owning your lane hard, just jump into a Trinity Force and begin owning harder, if laning is going decent may want to get a Spirit Visage before the trinity. Yorick with his ghouls being part of his damage, and going off a percent of his health, going Warmogs Atma's although stereotypical of the classic faceroll, is even a bit more faceroll and should be considered. If your team is fine on tanks and you notice your self not taking alot of damage, you can go Blood Thirsters or Black Cleavers, with a few tank items, but if not, FoN and Frozen heart are next tank priorities
Laning: Your early game is decent, if dorans blading you will be mana deprived, and i would actually recondment going pendant 2 pot first, Meki going into your Tears will let you get it quicker, and 2 pots + more life stealing spam should last you til you can afford to get it and tele back. From here, this is your time, go bat shit on people. your mana regen + life steal and harass is very good, try to save up enough for a ward or two with your Tears because your going to be aggressive. Your Q is got at level 4 for speed boost purposes mostly, if being ganked you can slow down the jungler and use your Q to help get away a bit faster, but your speed from Q doesnt start til you get 1 autoattack in so if your ever fleeing/chasing hit a minion right quick. Also important to note one ulting your self and having your reminant tank turret while you dive is great, or use it just so it can autoattack turret with you lets you push really fast.
go 0/9/21, because of your soon manamune taking advantage of that 9 defensive is extra beneficial, and early mana sustain is vital, so we take utility over offensive
Summoners i like flash/teleport, but this is pretty open, ghost ignite exhaust can be put in there when it suites you
Runes
9 armor pen reds
9 flat armor yellows
9 flat magic resist blues
9 flat hp quints
Skill order: EWEQE R>E>W>Q,
Your E is amazing for sustain in the lane and is quite good. Q is a very strong spell, but is melee reliant and thus is going to be trumped over your ranged harass.
Items: start with either a meki pendant potX2 or a dorans blade, if going dorans blade u can switch your flat hp quints with armor pen and be good. With this we are going to go for an early Tears -> Manamune with boots, and pretty much will every game. Manamune is a great item on yorick, and you'll notice even once you get Tears with ~22 mp5 your laning mana problems are no longer there, and you'll understand why you level E first, where you can push almost anyone out of the lane. Boots i perfer Merc treads
If your getting kills or owning your lane hard, just jump into a Trinity Force and begin owning harder, if laning is going decent may want to get a Spirit Visage before the trinity. Yorick with his ghouls being part of his damage, and going off a percent of his health, going Warmogs Atma's although stereotypical of the classic faceroll, is even a bit more faceroll and should be considered. If your team is fine on tanks and you notice your self not taking alot of damage, you can go Blood Thirsters or Black Cleavers, with a few tank items, but if not, FoN and Frozen heart are next tank priorities
Laning: Your early game is decent, if dorans blading you will be mana deprived, and i would actually recondment going pendant 2 pot first, Meki going into your Tears will let you get it quicker, and 2 pots + more life stealing spam should last you til you can afford to get it and tele back. From here, this is your time, go bat shit on people. your mana regen + life steal and harass is very good, try to save up enough for a ward or two with your Tears because your going to be aggressive. Your Q is got at level 4 for speed boost purposes mostly, if being ganked you can slow down the jungler and use your Q to help get away a bit faster, but your speed from Q doesnt start til you get 1 autoattack in so if your ever fleeing/chasing hit a minion right quick. Also important to note one ulting your self and having your reminant tank turret while you dive is great, or use it just so it can autoattack turret with you lets you push really fast.
Before Patch:1.38.38
+ Show Spoiler +
c.Deadly's: + Show Spoiler +
Asdkmoga's: + Show Spoiler +
Cixah's:+ Show Spoiler +
Masteries
9/21/0
Masteries on Leaguecraft
Runes
9x Flat AD Marks
9x Dodge Seals
9x Mres/lvl Glyphs
2x HP Quints
1x Flat AD Quint
Summoner Spells
Any combination of Ghost, Ignite, Exhaust, and Flash. Heal/Rally for trolling.
Items
Open Boots + 3 pot or Regrowth + 1 pot
I always aim for Boots, Phage, Philo Stone, Chalice, and 2x Doran's Blade before any kind of mid-game team fights start happening. So far this is the most cost efficient way to not be completely useless in your lane and in team fights. I've had the most success in solo lanes against AP champs with little sustain or range, because it is very easy to make winning trades and position yourself with the speed boost from nimbleness. The Mres from chalice/merc treads help you continue to dominate your lane after they build some AP items. Consider Ninja Tabi or an earlier Chain Mail against physical or auto-attack champions.
My final item build is Merc Treads, Frozen Mallet, Atma's, Guardian Angel, Shurelya's, and Chalice. In team fights I generally ult myself (meepo style) or my most fed team mate and go straight for their squishiest champs, mashing QWE the whole way. After you kill their carries or otherwise take them out of the fight you don't contribute much, so use Shurelya's to help your allies if you haven't already to take down their carry. Playing in this way feels like a bad version of Mordekaiser, but it has gotten the job done in normals.
Skill Order
E, Q, E, W, E ... R > E > Q > W
I've read other builds involving an early manamune and E > W > Q, but this doesn't seem very effective because of the nature of Yorick's skills being magic damage that scale off of your attack damage. If you build squishy and spam E and W from the back like a caster, you won't do any meaningful damage because of the lack of effective penetration items.
9/21/0
Masteries on Leaguecraft
Runes
9x Flat AD Marks
9x Dodge Seals
9x Mres/lvl Glyphs
2x HP Quints
1x Flat AD Quint
Summoner Spells
Any combination of Ghost, Ignite, Exhaust, and Flash. Heal/Rally for trolling.
Items
Open Boots + 3 pot or Regrowth + 1 pot
I always aim for Boots, Phage, Philo Stone, Chalice, and 2x Doran's Blade before any kind of mid-game team fights start happening. So far this is the most cost efficient way to not be completely useless in your lane and in team fights. I've had the most success in solo lanes against AP champs with little sustain or range, because it is very easy to make winning trades and position yourself with the speed boost from nimbleness. The Mres from chalice/merc treads help you continue to dominate your lane after they build some AP items. Consider Ninja Tabi or an earlier Chain Mail against physical or auto-attack champions.
My final item build is Merc Treads, Frozen Mallet, Atma's, Guardian Angel, Shurelya's, and Chalice. In team fights I generally ult myself (meepo style) or my most fed team mate and go straight for their squishiest champs, mashing QWE the whole way. After you kill their carries or otherwise take them out of the fight you don't contribute much, so use Shurelya's to help your allies if you haven't already to take down their carry. Playing in this way feels like a bad version of Mordekaiser, but it has gotten the job done in normals.
Skill Order
E, Q, E, W, E ... R > E > Q > W
I've read other builds involving an early manamune and E > W > Q, but this doesn't seem very effective because of the nature of Yorick's skills being magic damage that scale off of your attack damage. If you build squishy and spam E and W from the back like a caster, you won't do any meaningful damage because of the lack of effective penetration items.
Asdkmoga's: + Show Spoiler +
I personally found the spot lights combination of Runes/Masteries actually works pretty nicely early, so i recommend atleast trying that, but i also post what ive been doing before that
Masteries (0/21/9) or (11/0/19)
9X flat AD Marks, or Armor Pen
9X MP5/lvl Seals, or Flat armor
9X MP5/lvl Glyphs, or MR Glyphs
3X Flat HP Quints
His spells are kind of hard to decide what to put them into, cause i think it was best to go W E W Q W R>W>E>Q for more harassment and farming if they're pushing and kite, since Q would be useless unless i could actually catch them, but in bottom lane if they had someone i could actually melee then definitely go Q E Q W Q R R>Q>E>W, all really depends on how your fighting them
I like to go Regrowth +1 pot opener, and stay in lane until i can get a Philo and a HoG and maybe boots, obviously for the kickass goldper10 but also cause it helps transition anyways. I've seen Attackspeed boots as pretty common, but i like merc treads, so whatever floats your boat. Build a Sheen First -Trinity Force, into Spirit Visage and a Shurelya's, a lot of more quick HP+Cool down reduction and Shurelya's speed boost is awesome. You can turn your HoG into a Randuins at this point, or just jump into your Atma's Impaler.
If you are getting fed or dominating a lane and are worrying about not carrying hard enough, might be worth it to see how quickly you get an a Warmogs-sheen-atmas-trinity, and if your still doing well, i had fun going some Blood Thirsters, or with the already +crit in Tri and Atma, go Infinity Edge
Masteries (0/21/9) or (11/0/19)
9X flat AD Marks, or Armor Pen
9X MP5/lvl Seals, or Flat armor
9X MP5/lvl Glyphs, or MR Glyphs
3X Flat HP Quints
His spells are kind of hard to decide what to put them into, cause i think it was best to go W E W Q W R>W>E>Q for more harassment and farming if they're pushing and kite, since Q would be useless unless i could actually catch them, but in bottom lane if they had someone i could actually melee then definitely go Q E Q W Q R R>Q>E>W, all really depends on how your fighting them
I like to go Regrowth +1 pot opener, and stay in lane until i can get a Philo and a HoG and maybe boots, obviously for the kickass goldper10 but also cause it helps transition anyways. I've seen Attackspeed boots as pretty common, but i like merc treads, so whatever floats your boat. Build a Sheen First -Trinity Force, into Spirit Visage and a Shurelya's, a lot of more quick HP+Cool down reduction and Shurelya's speed boost is awesome. You can turn your HoG into a Randuins at this point, or just jump into your Atma's Impaler.
If you are getting fed or dominating a lane and are worrying about not carrying hard enough, might be worth it to see how quickly you get an a Warmogs-sheen-atmas-trinity, and if your still doing well, i had fun going some Blood Thirsters, or with the already +crit in Tri and Atma, go Infinity Edge
Cixah's:+ Show Spoiler +
Masteries: (9/0/21) Taking CDR and 15% MR reduc because W and E are magic damage.
Runes:
Flat AD reds x9 (gives you early game damage and lets you take meki pendant at start for land)
Flat Armor yellows x9
Flat MR Blues x9
Hp Quints let you be aggressive, Gold per 5 to farm out the game.
Summoners: If pushing, tele + exhast. Team fighting Flash +ignite/exhast
Skill Order: E,W,E,Q,E,R then R>E>W>Q
Core: Manamune, CDR Boots, Spirit Visage. (Start team fights here)
End game: Core build + Atmas, Frozen Mallet, Situational Tanky Item (usually GA)
Start: Meki Pendant + 2 Hp Pots.
Solo lane: Harass your heart out. E's range is pretty ridiculous and costs not a terrible amount of mana. E can be used to last hit, but only if you couldn't melee it down. Once you hit level 2 E>W the enemy and just continue last hitting. Your ghouls don't pull aggro from minions for you so you can psudo zone them out by just making sure you keep landing W correctly. Your ghouls will ALWAYS go for champions if they are around. Even if you E a minion they will run head long into the champion regardless. If you take ignite you can get a kill at around 3 if you're good about your harass. When you have ~1k, back and get Tear + Boots 1 and a pot if you have the extra cash. Return to lane and spam the crap outta your abilities. By the time you start team fighting you want manamune + ~1.5k mana to really deal the damage needed to be noticed. Otherwise your just as UP as everyone says.
Team Fights: Find the carry and blow them up. If you get a chance use your ult right when the fight starts, it makes for 6v5s if you ult the carry, if not ult yourself and KEEP SPAMMING EVERYTHING.
End Game: You are an AMAZING pusher. If 35 minutes comes and goes, your damage begins to drop ALOT vs the enemy team. Push the shit outta some turrets instead. If your team is teamfighting however, spam as hard as you can followed by Ulting correctly. When you get Atma's + Frozen you can force carries outta fights by yourself and they won't get away without help so beat them down. Peel for your carries too if you can't get after the enemy carry.
Runes:
Flat AD reds x9 (gives you early game damage and lets you take meki pendant at start for land)
Flat Armor yellows x9
Flat MR Blues x9
Hp Quints let you be aggressive, Gold per 5 to farm out the game.
Summoners: If pushing, tele + exhast. Team fighting Flash +ignite/exhast
Skill Order: E,W,E,Q,E,R then R>E>W>Q
Core: Manamune, CDR Boots, Spirit Visage. (Start team fights here)
End game: Core build + Atmas, Frozen Mallet, Situational Tanky Item (usually GA)
Start: Meki Pendant + 2 Hp Pots.
Solo lane: Harass your heart out. E's range is pretty ridiculous and costs not a terrible amount of mana. E can be used to last hit, but only if you couldn't melee it down. Once you hit level 2 E>W the enemy and just continue last hitting. Your ghouls don't pull aggro from minions for you so you can psudo zone them out by just making sure you keep landing W correctly. Your ghouls will ALWAYS go for champions if they are around. Even if you E a minion they will run head long into the champion regardless. If you take ignite you can get a kill at around 3 if you're good about your harass. When you have ~1k, back and get Tear + Boots 1 and a pot if you have the extra cash. Return to lane and spam the crap outta your abilities. By the time you start team fighting you want manamune + ~1.5k mana to really deal the damage needed to be noticed. Otherwise your just as UP as everyone says.
Team Fights: Find the carry and blow them up. If you get a chance use your ult right when the fight starts, it makes for 6v5s if you ult the carry, if not ult yourself and KEEP SPAMMING EVERYTHING.
End Game: You are an AMAZING pusher. If 35 minutes comes and goes, your damage begins to drop ALOT vs the enemy team. Push the shit outta some turrets instead. If your team is teamfighting however, spam as hard as you can followed by Ulting correctly. When you get Atma's + Frozen you can force carries outta fights by yourself and they won't get away without help so beat them down. Peel for your carries too if you can't get after the enemy carry.