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YORICK BUILD GUIDE: Undertaking the Jungle by Scarbuckle

by Scarbuckle (last updated over a year ago)

201,348 Views 6 Comments
9
Greater Mark of Attack Damage(+8.55 attack damage)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Scaling Magic Resist( +1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Attack Damage( +6.75 attack damage)
View Rune Details
Summoner Spells
View Summoner Details
9
21
0
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mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
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mastery 3 mastery 3 0/1
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mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
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mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
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mastery 2 mastery 2 1/1
21 Defense
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mastery 2 mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Unholy Covenant
QOmen of War
WOmen of Pestilence
EOmen of Famine
ROmen of Death
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
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mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 1/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 2/3
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 1/1
mastery 2 mastery 2 1/1
21 Defense
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mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Unholy Covenant
QOmen of War
WOmen of Pestilence
EOmen of Famine
ROmen of Death

Champion Matchups

Introduction

Yorick has always been one of my favorite champions, however I don't consider myself to be an avid top lane player, so I didn't play Yorick as often as I would like. Whenever I play games with my friends, I end up taking the jungle, nobody else seems to want to do it, and I enjoy the dynamic experience that playing the jungle comes with. I enjoy playing less conventional junglers, some work better than others. I enjoy seeing what champions offer outside of their realm of normal play. On a whim I decided to get a leash from a friend in a custom game as Yorick jungle. I was more than surprised at the viability that Yorick offered in the jungle. I realize that there have been other Yorick jungle guides, however I feel that after playing many games as Yorick in the jungle, there are things that other guides haven't covered, leaving Yorick a lackluster pick. Surprisingly, I've done extremely well as Yorick jungle, giving a lot of utility to the team. I've looked at items, tweaked my builds and skill orders, and I think I've come up with a very viable way to play Yorick as a jungler, and bring some good utility to the team.

Yorick is a Tanky-DPS champion, with a very diverse skill set, including an AoE targeted spell, an on-next-hit attack, a single target nuke, and an ultimate that gives you an extra man in a team fight. Yorick is normally played as a top lane champion, however has seen some love as a support in bottom lane due to his ultimate. He has some fantastic burst damage, and can stick to a fleeing champion, allowing him to be a fantastic ganker from the jungle. Take a look at some of the pros and cons that Jungle Yorick has:

Pros:
  • Fantastic sustain in the jungle. Yorick can clear the entire jungle with very little outside help.
  • Very good burst damage that allows for fantastic ganks early and mid game.
  • Yorick has an AoE slow and movement speed increase, allowing him to stick to fleeing targets or back line carries.
  • Yorick deals a great amount of damage even when building tanky.
  • Can counter jungle extremely well against most matchups.
  • An ultimate that can turn the tide of a fight, turn a 5v5 into a 6v5 in your favor.

Cons:
  • Very mana hungry early game. Blue buff is a must on first clear.
  • Not a pure tank champion, you can't soak up as much damage as a Maokai or Nautilus.
  • Somewhat farm dependent compared to some junglers, you may have to spend more time farming creeps.
  • Yorick's initial clear isn't fantastic. It isn't awful, but make sure you're able to leave your jungle early if counter ganks are needed.
  • Lacks a stun or initiate spell.

Overall I think Yorick is a great addition to any team. His ganks are quick and brutal, and can stay in the jungle all game without having to go back for items, thanks to his ridiculous sustainability. While he might be underplayed and under-appreciated as a jungler right now, I believe that Yorick has the potential to be very successful in the jungle role.

Why Play Yorick Jungle?

Yorick by no means is a top tier jungler, and likely won't see much play in competitive games. This doesn't, however, make him a troll pick by any means. He has a very strong early game and can snowball extremely well with good ganks and farm. Yorick is an exceptionally tanky champion, while still being able to dish out a solid amount of damage. I enjoy playing Yorick, I personally find him extremely fun to play. I'm not a high ranking player, and don't play many ranked games, however Yorick is a perfectly viable pick for those who are tired of playing the same junglers over and over, like me, and look for some variety in under appreciated champions/junglers. Yorick is a good jungler to pick when your team needs a bit of both tankyness and damage. Don't expect Yorick to be your team's primary tank, or primary damage dealer. Yorick is an off tank and should be played as such, tipping the scales too far one way or another will cause him to be less effective for your team.

Masteries

The masteries I have chosen are fairly typical in the defensive tree, however in the offensive tree I take Cooldown Reduction over Attack Speed, as Yorick is an Attack Damage caster, and auto attacks don't really do a great deal of his damage. With the Season 3 mastery changes, I strongly believe that the defensive tree has the most powerful traits in the game, however other viable masteries work as well. If you would like to do more damage, a 21/9/0 build works just as well. This will, however, make you much less tanky in team fights, and somewhat restricts your ability to go after high priority targets and peel for carries. I have run a somewhat hybrid mastery page of 9/12/9, taking the mana regeneration and Runic Affinity masteries, in attempts to overcome Yorick's early mana problems.

Runes

[http://i1101.photobucket.com/albums/g434/Scarbuckle/ADM.png]

I have found that flat Attack Damage Marks and Quints, along with standard defensive Seals and Glyphs are the best option for Yorick. I don't tend to build a Wriggle's Lantern on Yorick, so having extra Attack Speed doesn't benefit as much. Two of Yorick's skills scale from Attack Damage, and Yorick's ghouls scale off of his Attack Damage as well, making it a good overall choice. Yorick receives more sustain from Omen of Famine based on his Attack Damage.

[http://i1101.photobucket.com/albums/g434/Scarbuckle/ADMV.png]

Some people (including myself) play junglers with Movement Speed Quints. Yorick can jungle just as well with Movement Speed Quints, however I still enjoy using flat Attack Damage.

You can deviate from these runes however you see fit. I have played with different runes, and found the runes shown to be the most successful, however people have different play styles, and these should by no means be the "must have" runes. Some possible choices for jungle Yorick include:
  • Spell Vamp
  • Gold per 10 Seconds
  • Flat Health/Health per Level
  • Cooldown Reduction

Summoner Spells



Explanation:

Smite should be a no brainer for jungling. Use it to secure blue buff, red buff, Baron, and Dragon. Along with Summoner's Resolve, it will give you an additional 10 gold. While Yorick has enough sustain that he can jungle without Smite, it will greatly increase your clearing speeds, and ensure that your team gets the Dragon and Baron kill.

Flash is my favorite utility Summoner Spell. It's saved my life too many times for me not to bring it, however this is simply personal preference.



Exhaust can be used when ganking to ensure a kill, or escape from a fight. A solid pick, however I tend to pass on this one as Omen of Pestilence already has a slow. I would not advise replacing Smite with any skill.



Ghost is a great spell for chasing down champions during ganks, or moving through an opponent's jungle quickly. Omen of War has a speed boost with it, so I tend to pass on this one as well. This can be a viable replacement for Flash, as it does cover more distance over time. If you are having trouble sticking to opponents while ganking or team fighting, try this instead.




Ignite can be used for some extra damage during a gank. If you feel that you need some extra damage, or you want to build exceptionally tanky, then Ignite might be something to consider. You generally want to give kills to your laner, so if you decide to bring this skill, try and avoid taking the kill with the DoT unless you have to. This is extremely risky, as you are essentially giving up your "OH SHOOT" button that is Flash or Ghost.

Skills

Passive: Unholy Covenant
Yorick's basic attacks deal 5% more damage and Yorick takes 5% reduced damage for each summon that is active. Meanwhile, Yorick's ghouls have 35% of Yorick's Attack Damage and Health.

Explanation:
This passive is why flat Attack Damage runes work so well on Yorick. The extra damage reduction is also very significant when taking hits from jungle creeps. This passive encourages spamming your ghouls, and dictates building a Manamune. During team fights, this passive encourages you to run into the back line and use your ghouls on enemy carries. You'll be rushing through the team, so the extra 15% damage reduction is extremely helpful. This passive is nice in that it scales well throughout the entire game, as it's percentage based.




Q: Omen of War
Yorick's next attack will deal 30/35/40/45/50 (+120% of attack damage) physical damage and summon a Spectral Ghoul for up to 5 seconds.

The Spectral Ghoul deals 8/16/24/32/40 additional damage per hit and moves 15/20/25/30/35% faster. While the ghoul is active, Yorick moves 15/20/25/30/35% faster as well.

Cooldown 7/6.5/6/5.5/5 seconds

Cost 40 mana


Explanation:
This is your highest single target damage spell. I max this second to deal high damage to bigger monsters in the jungle, as well as chase down enemies during ganks. Be aware that this is an on-hit melee effect. All of Yorick's other skills are ranged, so make sure you take that into account when ganking. It shouldn't be difficult to land this skill after opening with your slow, combined with other CC from your laner. Make sure you use this after an auto attack, as it resets the attack timer.




W: Omen of Pestilence
Yorick summons a Decaying Ghoul that arrives with a violent explosion, dealing 60/95/130/165/200 (+100% of ability power) magic damage and slowing nearby enemies by 20/25/30/35/40% for 1.5 seconds. While the Decaying Ghoul remains alive, nearby enemies continue to be slowed by 10/12.5/15/17.5/20% for up to 5 seconds.

Cooldown 12 seconds

Cost 40/45/50/55/60 mana

Range 500


Explanation:

This is Yorick's prime ganking tool, and provides some AoE damage for jungle creeps and team fights, however it's true devastation comes from the slow. I max this ability first to inflict the most crowd control on enemy champions for ganks, allowing you to secure a kill. Omen of Pestilence has a relatively long slow duration compared to other spells, especially if you get practice and know where to place your ghouls in order to prevent them from taking damage. This ability can also be used to check brushes. Never face check a bush as Yorick, when you have a free meat shield to do the job for you.



E: Omen of Famine
Yorick deals 55/85/115/145/175 (+100% of attack damage) magic damage and heals for up to 40% of the damage dealt. A Ravenous Ghoul is summoned behind his target, which heals Yorick for the damage it deals and lasts up to 5 seconds.

Cooldown 10/9/8/7/6 seconds

Cost 55/60/65/70/75 mana

Range 550


Explanation:
This skill is what gives Yorick his incredible sustainability in the jungle. I put two points in this skill early on to allow me to stay in the jungle for ages without having to go back, then max it last. The ghoul will attack the target that you select, and swap to the target you are currently attacking if the original target dies. Despite how much damage the auto attack from the ghoul does to an enemy, Yorick is healed for 35% of his Attack Damage. With the update on 8/1/12, this ability only gives Yorick half the healing received with damage dealt to minions. This does not, however, include neutral jungle monsters, so using this ability on jungle creeps still gives Yorick the normal healing amount.




R: Omen of Death
Yorick conjures a revenant in the image of a target allied champion. Revenants deal 45/60/75% of target ally's Attack Damage. If his ally dies while its revenant is alive, the revenant sacrifices itself to reanimate them.

Cooldown 120/105/90 seconds

Cost 100 mana

Range 700


Explanation:
This is what makes Yorick such an incredible team fighter. It creates a ghost for your team (similar to Mordekaiser's ghost, however it's cast on an ally) that will auto attack during team fights. You can then move this ghost after it's been summoned by clicking your Ultimate again. Try and make the ghost attack enemy champions, rather than wander aimlessly. Make sure you use this ability on your team's AD Carry to maximize damage dealt, as the ghost is a direct copy of the ally you use it on, including all items, making the AD Carry the prime choice. You can also chose to wait until a champion is close to death to activate this ability on them. When they die, they are brought back as a "zombie" for a short amount of time. Kills that the champion receives while resurrected will be given to them, not Yorick. This is a fantastic tactic that can prolong the time that your AD carry slaps people in the face. This Ultimate drastically increases the damage output your team does in a team fight, making this an extremely strong skill.




Skill Order

I always start with Omen of Famine in the jungle, it gives you the sustain you need. If you want to gank early, you can opt to put a point into Omen of Pestilence, if you intend to stay in the jungle, put a point into Omen of War, as it will increase your single target damage, and drop big jungle creeps faster. Put two points in Omen of Famine before level 4 to keep your health up during the jungle, and then max Omen of Pestilence as soon as possible to maximize your ganking potential. If a lane doesn't have much CC, they're going to be relying on you to keep the enemy from getting away. I max Omen of War second to increase single target damage, and to stick to champions that you're ganking. Omen of Famine and Omen of War can be maxed in the order you choose, if you feel that you need more sustain. It all depends on the game. If you are snowballing during the game, it's generally wise to max your Omen of War to increase damage output. If all your lanes are pushing well, and you feel that your team would benefit more from you farming in the jungle, max Omen of Famine, as it will allow you to stay in lanes/jungle longer without losing health.

Item Builds

Starting Items:

[imgext=]

Pretty much the standard start for any jungler in Season 3. It's cheap and efficient. You shouldn't need all of your potions while jungling, so if you think it's needed, feel free to replace one or two of the health potion with a mana potion.

Early Game Items:

[imgext=]

Grab an early Spirit Stone and Boots of Speed for extra jungle sustain and ganking ability.




Yorick spams spells, and needs a lot of mana because of it. This is the perfect item for Yorick, it grants him more mana (and in turn, attack damage, from Manamune) as he uses his skills. Build into a Manamune later.



I can't say it enough in this guide: Sustainability! Yorick relies on sustainability to be a jungle farming monster, this item will help him do it. With some added Magic Resistance and Cooldown Reduction, it's a fantastic item on Jungle Yorick.

Boots:



More often than not, this is what I'll end up building. The Magic Resist and reduced Crowd Control duration is too good to pass up. These might not be the best choice if the team is mostly Attack Damage.



Buy these for teams that rely heavily on Attack Damage and auto attacks, pretty straight forward.


Core Item Build:



This item builds from your Tear of the Goddess, and gives you the Attack Damage simply for spamming your spells. There's a reason most players build this item on Top Lane Yorick, it fits in so well with his skill set. It should keep your mana at a good level throughout the game. If you get any of the items mentioned in this guide, Manamune is the one to go for.



Great item for Yorick. With recent changes, it now adds Cooldown Reduction! This item is extremely cost efficient and makes you very tanky. The added damage to minions is always helpful, although to be honest, not terribly noticeable or needed. Don't rush this item if you think there are better items you need, however a solid pick in any game.



Armor, mana, and Cooldown Reduction. All of these things are Yorick's best friend. A solid item for any team.

Late Game Item Options:



I would say this is one of my favorite end game items for Yorick. As an off-tank, you'll want to soak up some damage, and the added armor will allow you to do it with ease. The passive on this item shuts down auto-attack based champions like AD Carries. Between an auto-attack based AD carry and many auto-attack based top and jungle champions, there's a good chance that this item will significantly cripple an enemy team.



Health isn't partial to damage types, magic or physical damage, it doesn't matter. Warmog's Armor gives you a huge health bonus that pairs really nicely with an Atma's Impaler. If you feel that the game may end soon, there might be a better item to build, as farming creeps and kills for the additional 350 health takes a while.



What can we do with all this health we have from a Warmog's Armor? Atma's Impaler of course! Get an offensive boost from all that health you have. Gives you a good amount of armor too.



This is a great late game item for teams that are heavily focused on Magic Damage. Get a nice shield when you drop too low in health, this item is a great mix of offense and defense.



Yorick is already annoying enough, his ultimate brings you back to life for a short period, why not add ANOTHER life into the mix? Great mixed defensive stat bonuses, plus a chance to be resurrected after you die.



A good all around item. Gives you some tanky stats, movement speed, and the passive from the Sheen makes spamming spells even more lucrative on Yorick. This item is very costly, however, and I would only recommend building this item if your team has enough tanks, and you need to do more of your team's damage.

Jungling

Yorick's jungle route almost always starts at wolves. He really needs the mana regeneration and Cooldown Reduction from blue buff early game to successfully clear his jungle and begin ganking. Because your Omen of Famine heals you for the damage it deals, wait until you take a bit of damage to activate this skill in order to recieve the most out of it.

My standard jungle Yorick route:

Wolves > Blue Buff > Wraiths > Wolves > Red Buff > Wraiths

You should be level 4 and ready for a gank at this point. You should have more than enough health to continue farming without having to base, if all of your lanes are pushed, or a gank isn't the smartest choice.

Continue to farm jungle creeps and keep an eye on your lanes. As with any jungler, you'll have to find a balance between farming and ganking, but always be prepared to leave a camp to immediately help a lane. As tempting as it may be to take creeps after you gank, leave them for your laner, he/she needs them more than you do. If your teammates win their lanes, you've done your job. Yorick is not a carry jungler.

Counter Jungling
Yorick's skills allow him to counter jungle enemy champions. Yorick is an excellent dueler thanks to his ghouls, who gang up on a single target. Use this to your advantage, Yorick is an excellent kiter. Toss your Omen of Pestilence on an enemy to slow them, and let your ghoul do the damage. When that wears off, hit them with Omen of War to gain a speed bonus. Always have one of the two available while in the enemy jungle, to escape if a laner shows up to turn the tide of the fight.

Ganking

There's a reason why I max Omen of Pestilence first on jungle Yorick; it's a fantastic ganking tool. Sneak up on a laner and hit them with your Omen of Pestilence for a deviating slow. Immediately activate your Omen of Famine to deal some extra ranged damage, and begin to close in on them to activate your Omen of War . While the enemy is slowed, you have a speed boost, allowing you to stick to the enemy champion very well. Getting some Cooldown Reduction on Yorick allows you to use this combo several times during a gank, dealing some really nice damage on an enemy.

Early Game

Early game is focused around farming and ganking. Yorick does require somewhat more farm than other junglers, so be sure to spend a decent time getting some creeps. Watch your lanes, and decide when the best time to gank would be. Look for over extended enemy lanes, and take out the target for an easy kill. Try and determine which lanes are having the most trouble, and which lanes your team will benefit the most from being fed. You'll want to ward top and middle lane (bottom lane if your support isn't buying wards) for your team to avoid enemy ganks. Be sure to find a nice balance between farming or ganking, as you'll fall behind if you focus too much on one or the other. Make sure you ping your lanes to let them know that you're coming, as you can't lock down a full health target without some assistance from your laner.

Mid Game

Mid game is all about controlling the battlefield. You should be ensuring that your lanes have the proper support that they need. Place wards on Dragon and Baron. Ensure that your AP champions get blue buff, and your AD carry gets red buff if they're nearby. Yorick is a great pusher, finish off any low lanes and give your team an easy 150g. Dragon is one of your main objectives at this point in the game. Be ready to start a Dragon fight at any time. Start dragon for your own team if you manage to kill one or two of the enemy champions in a team fight. Cover lanes for champions that are low. Use your ghouls to help push back lanes that are about to fall. Don't be afraid to spam your spells at this stage in the game, you should have more than enough mana and mana regeneration to keep your skills flowing at a constant rate. This is one of the most crucial stages in the game, as a team fight can turn into a free dragon or turret for either team.

Late Game

Late game, Yorick loses a lot of his burst damage due to enemy defenses, as most bruisers tend to do. You should be building tanky at this point in order to better protect your carries. Keep wards on important goals for your team, including brushes and Baron buff. You should be one of the last team members in and out of fights, save your team's initiator. Use your slow and speed buff to stick to enemy carries and burst them down with assistance from your team. You won't be able to drop anyone with significant defensive stats at this point of the game, however Yorick is great at catching champions out with his slow, allowing your teammates to finish off enemies. Keep using your ghouls to push lanes, or prevent enemy waves from taking your towers and inhibitors. Yorick is an excellent split pusher, make sure you take advantage of lanes that can be pushed to take towers and inhibitors when your enemy is doing other things that you don't need to be involved in. When your team decides to down Baron, you should offer to take the damage, using your ghouls in addition to your passive to reduce the damage taken. Be sure to use Smite to finish Baron, in order to reduce the chance for the enemy to get a last hit and take the buff.

Using Your Ultimate

Yorick's ultimate is a force to be dealt with. It's a tool that can be used in many different situations; ganking, pushing towers, or dealing more damage in team fights. It's often best to use your ultimate on your ranged carry, as they deal the most sustained damage. When using Yorick's ultimate in a gank, you have to decide which champion is more beneficial to have a ghost. It's often the best idea to use your ultimate on the champion that deals the most SUSTAINED damage. This means that if you're ganking mid, it's probably a better idea to use your ultimate on yourself, rather than your AP Carry, as it will offer the most damage to an enemy champion. Top lane could go either way. If your top lane is doing extremely well, and has more items, it's advised to use your ultimate on your top laner. If you have an early game advantage, you'll probably want to use your ultimate on yourself to secure the kill. It takes some practice, but using your ultimate in the right situation gives you a way to turn a 2 man gank into a 3 man gank. Yorick's ultimate can also be used to prolong the life of a valuable ally. If your AD carry gets focused early in a fight, and you know there isn't any way to save him/her, go ahead and use your ultimate. This will allow your teammate to come back with full health and continue to dish out damage. This skill does not prevent a death, however, like Zilean's ultimate. It only prolongs the life for a short time.

Gameplay Video



Just a quick gameplay video I threw together. It's nothing fancy but hopefully it gives a good idea of how Jungle Yorick functions in a game.

Final Comments

While Yorick might be an underplayed jungler, I feel that he has the potential to be a fantastic addition to a team. If you're interested, give him a shot! He's a fantastic team fighter and a very good burst ganker. He may not be as good compared to some of the current meta junglers, however he is a perfectly viable champion in the jungle. As long as you make an effort to farm jungle creeps, Yorick is a fantastic jungle champion that shouldn't be overlooked.

Comments

April 21, 2013 - 05:03 AM #1

Masteries needs more work. Show, don't tell. Runes could use a bit more of a breakdown. You give alternative options but don't explain them. Summoner spells section could also use a bit more work. There is much more that could be said about some of the summoner spells you talk about. Flash, for instance, hardly receives much explanation. Fix these things and resubmit and I'll take a closer look at the rest of it.

October 4, 2012 - 12:14 AM #2

Awesome build man! Got a 1v4 quadra in my first game with this :D 1+ from here! Great job

August 8, 2012 - 06:54 AM #3

Your laning sections is greatly lacking.

July 30, 2012 - 06:44 PM #4

I'm not asking you to trust me, I'm not asking you to play him in ranked. I'm simply someone who has played a lot of games with Yorick in the jungle and am sharing what have I have found successful to anyone else who is interested in giving him a shot.

July 30, 2012 - 02:00 PM #5

seems mediocre at best. not sure why we should take your word for it when you play this in normal games only. I can also see some champions just walking away from yorick ganks.

http://www.lolking.net/summoner/na/21134442#profile

July 29, 2012 - 03:04 AM #6

I like it, add more and PM me.

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