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YORICK BUILD GUIDE: [Dominion] Yorick Bot by monkeyswinkle

by monkeyswinkle (last updated over a year ago)

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9
Greater Mark of Scaling Attack Damage( +1.17 attack damage per level (21.87 at champion level 18))
9
Greater Seal of Scaling Health( +9.72 health per level (174.96 at champion level 18))
1
Greater Glyph of Scaling Cooldown Reduction( -0.06% cooldowns per level (1.11 at champion level 18))
8
Greater Glyph of Scaling Magic Resist( +1.2 magic resist per level (21.6 at champion level 18))
3
Greater Quintessence of Movement Speed( +4.5% movement speed)
View Rune Details
Summoner Spells
View Summoner Details
14
9
7
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

Unknown Section mastery

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 is a very strong champion in Dominion. He is one of, if not the best, lane pushers. His optimal role on a team is to sit bottom lane and put nonstop pressure on the enemies' bottom tower (i.e. Boneyard/Quarry). Depending on his opponent in the lane, he can easily neutralize, and frequently take, the enemy bottom tower and hold it for long stretches of time. He is very strong 1v1, and with his ult, can frequently handle 1v2 encounters. If the enemy has to continually send multiple people bottom to defend or to gank Yorick bottom, then he is doing his job, as this will open up the rest of the map for his team to have an advantage. Yorick can be played in other roles, but is most effective pushing bottom.

Yorick is a possible ban choice, though assassin champs and a few others seem like more popular bans at the moment. If not banned, I would try to pick him fairly early in a draft, as there are few champs that can withstand his push, and fewer that can successfully counterpush him.

I'm not going to lie. While Yorick can be played with subtlety and skill, if you just mindlessly push and mindlessly bumrush opponents while mashing buttons, you will still do an adequate job. For the most part, he is a pretty straightforward champion.

After the mastery and summoner spell changes, I am still trying things out, but have put up some tentative changes to have something semi-current up.

Runes

The runes I have suggested are what I think might be optimal for Yorick, so that is based on word of mouth and theorycraft. However, my actual runes that I have used and tested are different. I'll list below what my current runes are, if you want to try it that way.

Optimal Runes
I think the optimal rune setup for Yorick is:

  • [http://images1.wikia.nocookie.net/__cb20110208225049/leagueoflegends/images/thumb/5/50/GMarks_%283%29.png/25px-GMarks_%283%29.png] 9 Greater Marks of Might (0.135 attack damage / lvl; 2.43 @ lvl 18): 1.215 total AD / lvl; 21.87 total AD @ lvl 18
  • [http://images4.wikia.nocookie.net/__cb20110208224561/leagueoflegends/images/thumb/1/13/GSeals_%282%29.png/25px-GSeals_%282%29.png] 9 Greater Seals of Vitality (1.08 health / lvl; 19.44 health @ lvl 18): 9.72 total health / lvl; 174.96 total health @ lvl 18
  • [http://images4.wikia.nocookie.net/__cb20110208224755/leagueoflegends/images/thumb/c/c2/GGlyphs_%284%29.png/25px-GGlyphs_%284%29.png] 8 Greater Glyphs of Shielding (0.15 magic resistance / lvl; 2.7 MR @ lvl 18): 1.2 total MR / lvl; 21.6 total MR @ lvl 18
  • [http://images3.wikia.nocookie.net/__cb20110208224538/leagueoflegends/images/thumb/9/90/GGlyphs_%282%29.png/25px-GGlyphs_%282%29.png] 1 Greater Glyph of Celerity (0.05% cooldown reduction / lvl; 0.9% CDR @ lvl 18): 0.05% total CDR / lvl; 0.9% total CDR @ lvl 18
  • [http://images2.wikia.nocookie.net/__cb20110208183104/leagueoflegends/images/thumb/9/9b/Quintessences_%283%29.png/30px-Quintessences_%283%29.png] 3 Greater Quintessences of Swiftness (1.5% movement speed): 4.5% total MS

Explanation:
The AD/lvl marks and health/lvl seals tie in directly with Unholy Covenant. Specifically, Yorick's ghouls possess 35% of Yorick's attack damage and health. So, more AD and health from runes = stronger ghouls. Also, of course, this increases Yorick's tankiness and damage. This applies to Yorick's revenant created from Omen of Death, as well. I would take per level runes over flat runes in these two spots because of the higher starting level and accelerated leveling in Dominion.

The MR/lvl glyphs add to Yorick's tankiness. I would say the majority of bot laners you will face will be magic damage based. If it is a ranged AD like Graves, you shouldn't have too much trouble in any case. Again, I take the per level over flat runes because of Dominion leveling.

The CDR/lvl glyph is there to maximize Yorick's CDR by endgame without wasting stats above the 40% CDR cap. With my suggested mastery setup and item build, Yorick should reach close to the 40% max by level 18. If you use different masteries and/or a different item build, you will probably want to adjust the number of CDR/lvl runes here.

The movement speed quints are there basically because movement speed is a really important stat in general in Dominion. Movement speed is also a good stat for melee champions like Yorick.


Alternative Runes
  • [http://images1.wikia.nocookie.net/__cb20110208224653/leagueoflegends/images/thumb/5/58/GMarks_%281%29.png/25px-GMarks_%281%29.png] Marks of Desolation (1.66 armor penetration): As you will see below, these are what I am currently using. While Yorick's Omen of Pestilence and Omen of Famine both deal magic damage, armor penetration will benefit Yorick's auto-attacks, Omen of War's bonus physical damage, and applies to Yorick's ghouls' attacks as well.
  • [http://images1.wikia.nocookie.net/__cb20110208224653/leagueoflegends/images/thumb/5/58/GMarks_%281%29.png/25px-GMarks_%281%29.png] Marks of Strength (0.95 attack damage): In Dominion, I think these are strictly inferior to Marks of Might. The breakeven point for the per level marks to exceed the flat marks is around level 7, which you will reach after only a few minutes in Dominion. But, these could be used if you do not have Marks of Might.
  • [http://images3.wikia.nocookie.net/__cb20110208183210/leagueoflegends/images/thumb/c/c0/Marks_%282%29.png/25px-Marks_%282%29.png] Marks of Warding (0.97 magic resistance) or [http://images3.wikia.nocookie.net/__cb20110208161922/leagueoflegends/images/thumb/6/6d/Marks_%281%29.png/25px-Marks_%281%29.png] Marks of Resilience (0.91 armor): I would only use these if you feel you have to really stack MR or armor for some reason, in addition to armor MR in other slots. I imagine that in 99% of games, you will never need to do this. I put this here simply for those extreme fringe cases. In the case of the MR marks, this is a case where I think the flat runes are better than the per level runes.


  • [http://images4.wikia.nocookie.net/__cb20110208224561/leagueoflegends/images/thumb/1/13/GSeals_%282%29.png/25px-GSeals_%282%29.png] Seals of Clarity (0.065 mana/5 / lvl; 1.17 mana/5 @ lvl 18): Dominion has increased mana regeneration, plus you can gain mana from health relics. But, Yorick is pretty mana hungry. This build skips the Tear of the Goddess -> Manamune that a lot of people rush, and it also doesn't utilize any bonus mana regen from the utility mastery tree. So, you may want to get some more mana regen from runes, and Seals of Clarity are the best source for mana regen from runes. Using glpyhs for mana regen runes is a less efficient possibility, and I find the MR and CDR I get in glyphs to be more important than what I would get in seals.
  • [http://images4.wikia.nocookie.net/__cb20110208224561/leagueoflegends/images/thumb/1/13/GSeals_%282%29.png/25px-GSeals_%282%29.png] Seals of Defense (0.15 armor / lvl; 2.7 armor @ lvl 18) or [http://images2.wikia.nocookie.net/__cb20110208225024/leagueoflegends/images/thumb/7/73/GSeals_%281%29.png/25px-GSeals_%281%29.png] Seals of Resilience (1.41 armor): I am currently using Seals of Resilience, and they seem fine. I think the health per level has more synergy with Yorick's Unholy Covenant, and is a more flexible defensive stat. But, armor might be the way to go if you are up against a physical team. Whether to go for the flat or per level runes is probably personal preference. The breakeven point is around level 10. Per level runes are probably a little better here, but people are probably more likely to have the flat runes.
  • [http://images3.wikia.nocookie.net/__cb20110208224823/leagueoflegends/images/thumb/1/18/GSeals_%283%29.png/25px-GSeals_%283%29.png] Seals of Evasion (0.75% dodge): Again, the value of these will depend on the enemy team make-up. If they have a lot of auto-attackers, dodge is pretty good. This build already grabs the Evasion and Nimbleness masteries in the defense tree. So, the occasional movement speed boost might also come in handy.


  • [http://images2.wikia.nocookie.net/__cb20110208224214/leagueoflegends/images/thumb/6/61/GGlyphs_%283%29.png/25px-GGlyphs_%283%29.png] Glyphs of Warding (1.49 magic resistance): I suggest the per level MR glyphs, but this is personal preference (or use a mix). The breakeven point is around level 10. I think having MR runes is probably more important than having armor or dodge runes, since most of the other bot lane champs Yorick will face are magic damage based.
  • [http://images4.wikia.nocookie.net/__cb20110208224727/leagueoflegends/images/thumb/9/9e/GGlyphs_%281%29.png/25px-GGlyphs_%281%29.png] Seals of Focus (0.65% cooldown reduction): Per level or flat CDR glyphs can work. The goal is to try to come as close to 40% CDR as possible with runes, masteries, and items. With this build of 3% CDR from masteries, and 35% from items, that gives 2% to make up in runes. Two Glyphs of Celerity will give 1.8% by level 18, or three Glyphs of Focus will give 1.95%. So taking the per level glyphs means I get one more MR glyph. Using a different mastery and item build will mean you might have to fiddle with the number of CDR glyphs.


  • [http://images2.wikia.nocookie.net/__cb20110208183728/leagueoflegends/images/thumb/1/16/Quintessences_%284%29.png/30px-Quintessences_%284%29.png] Quintessences of Vitality (2.7 health / lvl; 48.6 health @ lvl 18) or [http://images2.wikia.nocookie.net/__cb20110208183104/leagueoflegends/images/thumb/9/9b/Quintessences_%283%29.png/30px-Quintessences_%283%29.png] Quintessences of Fortitude (26 health): For reasons similar to why Seals of Vitality are good (i.e. tankiness, applicable to Unholy Covenant and Omen of Death). The breakeven point between the per level and flat quints is around level 10. So, per level are probably better, but up to the individual.
  • [http://images2.wikia.nocookie.net/__cb20110208162950/leagueoflegends/images/thumb/f/f7/Quintessences_%281%29.png/30px-Quintessences_%281%29.png] Quintessences of Desolation (3.33 armor penetration): For reasons similar to why Marks of Desolation are desirable.
  • [http://images2.wikia.nocookie.net/__cb20110208183728/leagueoflegends/images/thumb/1/16/Quintessences_%284%29.png/30px-Quintessences_%284%29.png] Quintessences of Shielding (.37 magic resistance / lvl; 6.66 MR @ lvl 18) or [http://images2.wikia.nocookie.net/__cb20110208183104/leagueoflegends/images/thumb/9/9b/Quintessences_%283%29.png/30px-Quintessences_%283%29.png] Quintessences of Warding (4.5 magic resistance): If you need more room for CDR glyphs, but still want some MR, or if you just want to load up on MR because of matchups, grab some of these quints. The breakeven for per level and flat MR quints is around level 12, so choose however you prefer.


My Current Runes
Because I like to dabble in a lot of different champions, because I have bought runes so far with the classic maps in mind, and because runes are so expensive and I don't have all the known runes in existence, I do not have a page specifically devoted to Yorick on Dominion. So, I use a page that is sub-optimal, but has worked fairly well so far. These are the runes I have actually used while playing Yorick on Dominion, if you want to try them out:

  • [http://images1.wikia.nocookie.net/__cb20110208224653/leagueoflegends/images/thumb/5/58/GMarks_%281%29.png/25px-GMarks_%281%29.png] 9 Greater Marks of Desolation (1.66 armor penetration): 14.94 total armor penetration
  • [http://images2.wikia.nocookie.net/__cb20110208225024/leagueoflegends/images/thumb/7/73/GSeals_%281%29.png/25px-GSeals_%281%29.png] 9 Greater Seals of Resilience (1.41 armor): 12.69 total armor
  • [http://images4.wikia.nocookie.net/__cb20110208224755/leagueoflegends/images/thumb/c/c2/GGlyphs_%284%29.png/25px-GGlyphs_%284%29.png] 9 Greater Glyphs of Shielding (0.15 magic resistance / lvl; 2.7 MR @ lvl 18): 1.35 total MR / lvl; 24.3 total MR @ lvl 18
  • [http://images2.wikia.nocookie.net/__cb20110208183104/leagueoflegends/images/thumb/9/9b/Quintessences_%283%29.png/30px-Quintessences_%283%29.png] 3 Greater Quintessences of Fortitude (26 health): 78 total health


Masteries

I am still trying out different mastery setups. But, I will tentatively go with 14/9/7. There are actually a lot of attractive masteries for Yorick in the new tree, so it is hard to fully narrow down what I like best. The 14 points in offense gives me:

  • 3 AD: Omen of War and Omen of Famine both scale with AD. Yorick's ghouls and revenant also benefit from the additional AD.
  • 2 additional damage on basic attacks vs minions: If you take Exhaust or one of the other spells that Summoner's Wrath benefits, take that instead. But, this will give a little boost to your pushing power, and seems a little better than 1 AP.
  • 6% attack speed: Attack speed isn't a terribly important stat for Yorick, I don't feel. But, it is on the path to Weapon Expertise, which is pretty nice.
  • 4% cooldown reduction: With options for CDR in all three trees, going into the offensive tree specifically for CDR is no longer a priority. However, this leads into Arcane Mastery, which is also nice. It is also low in the mastery tree, unlike the other two CDR options, allowing me to pick up some other attractive masteries without having to fully commit to a tree.
  • 10% armor penetration: Armor pen will benefit Omen of War's physical damage, as well as Yorick's basic attacks and the basic attacks of his ghouls and revenant.
  • 10% magic penetration: Magic pen will benefit both Omen of Pestilence's and Omen of Famine's magic damage.


The 9 points in defense give me:

  • "Improved" Revive: The benefit Summoner's Resolve gives to Revive isn't as great as the benefit the old Preservation mastery gave. But, the bonus movement speed is still nice to get back to points at clutch times in the game (though you aren't super fast like you used to be...).
  • 6 magic resistance: Whether you go with this or with Hardiness for 6 armor is up to you, depending on likely matchups. Generally, I seem to face more casters bottom lane, though.
  • 30 extra base health and 6 health per level (108 health @ lvl 18): That's a lot of health by the end of the game. In addition to giving extra general tankiness, it also benefits Yorick's ghouls and revenant.


The remaining 7 points in utility give me:

  • "Improved" Promote: I miss the lower cooldown from the old Spatial Accuracy mastery gave. I'm not sure how valuable the increased bonus stats to the promoted minion are. At the very least, I might pick up Summoner's Insight in case my bot lane opponent has it with Promote, as a sort of "arms race." But, I haven't had a chance to test out exactly how necessary this is, and could very well be a mastery to switch up.
  • 12 mana per level (216 mana @ lvl 18) and 3 mana/5: Since I skip out on buying a Manamune in my build, mana can be somewhat tight. This is especially true in certain matchups in particular, where Yorick needs to harass a lot with Omen of Pestilence and Omen of Famine. So, the Expanded Mind and Meditation masteries can help make up the difference. I still haven't gotten a good feel for exactly how much mana and mana regen I actually need. So, these masteries could be ones that get switched up for something else, since there are other good mastery choices.


Other Alternatives

There are a number of possible choices, and I am still trying to figure out exactly what the best options are. So, I won't go into too much detail here for now, sorry. Going full 21+ in offense hasn't felt too comfortable for me, however. I felt a bit too squishy and had to rely on more harassment and poke with Omen of Pestilence and Omen of Famine than on direct melee combat. I think I would be most likely to put more points into the defense tree since I prefer a tankier Yorick. I would likely take points out of utility first, if I find my mana levels to be acceptable. If I want to go full 21 in defense for that awesome Juggernaut mastery, I would probably take out Alacrity and Weapon Expertise from offense. But, as I said, I am still trying out different alternatives.

One thing I would stress in any build, however, is still maxing out CDR. So, I would probably go with masteries that would give me <5% or <10% CDR, use glyphs to fill in the remainder, and then go with an item build that gave me 30% or 35% CDR. This would likely include a Frozen Heart in either case, and either Ionian Boots of Lucidity or Spirit Visage to round it out.

Summoner Spells



Explanation:

Revive got a nerf/buff for Season Two, assuming you pair it with Summoner's Resolve. The bonus health was moved to the spell itself, and the bonus movement speed to the mastery. The bonus health now scales with level, and you end up getting more bonus health by the end of the game. But, the bonus movement speed was lowered, and the mastery no longer reduces the cooldown. Overall, I think this makes the mastery less vital to take, but I would still take it anyways. Revive is one of those spells I go a few games wondering whether I really need it, then have a game where it absolutely wins the game for my team. So, it is hard to let go now that I have stuck with it. While Dominion games are short and you therefore only get to use the spell a few times per game, even only being able to use it once a game at the end makes it worthwhile to try to secure a win. Yorick can naturally keep a lot of pressure on the enemy point and is a pesky defender with his Omen of Death ultimate. Being able to instantly Revive two or three times a game puts even more pressure on the enemies, or allows Yorick to stop them from taking his bottom tower after a gank. The bonus health and movement speed from Summoner's Resolve means Yorick can chase off a couple of champs from his bottom point. One big drawback is that I do not currently spec for Presence of the Master. So, with such a large cooldown, I try to make my last use of it, in particular, count. Revive is a top three spell, imo, for any champ on Dominion. This isn't the troll or niche spell that it is on Summoner's Rift.

This is a must for bot lane champs, imo. Pushpushpush. The minions in Dominion are actually really strong for neutralizing and helping capture points. I use my first Promote immediately after capping my bottom point, to put early pressure on the enemy point. For later uses, I usually hold it until I have pushed my wave a bit, to make sure the promoted minion is there to bash on the enemy point. Or use it specifically when your lane opponent uses his. This can also be used in the upper lane to let minions push on their own while you go off to take care of other business.

Other Alternatives:

This is probably the best overall spell in Dominion. This spell is great for dueling, chasing, and escaping, all of which you will be involved in a lot in Dominion. Take this if you do not feel you need one of the other two spells.

This is what I used for a while before taking up Revive. Movement speed is king on Dominion, and being able to ignore collision with minions is great for chasing or escaping in a crowded lane. I sort of value this spell a lot less now than I initially did in general in Dominion, though. So, this is a distant fourth option for me.

This could work for tower diving and defending. However, I usually am with minions when I am at their tower and neutralizing it. So, I don't often find the need for a full dive. And, since I am constantly pushing, I don't need to be sitting at my own tower defending it. I find this spell to be more useful top lane, where multiple enemies dive you more often.

I didn't consider this until watching Nekrogen's Ryze stream. While it is probably much more useful for a champ like Ryze to secure kills than it would be for Yorick, one thing he uses this for is to escape from ganks over the bottom middle wall just above the health relic there. Doing so lands you on the speed shrine, and pretty much guarantees an escape. So, I guess this spell should at least be mentioned as an option for any bottom laner.

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 coupled with defensive masteries and some defensive items make Yorick extremely tough when fully engaging in fight with all of his ghouls out.



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 9/8/7/6/5 seconds

Cost 40 mana


Explanation:

This skill gets maxed last simply because Omen of Pestilence and Omen of Famine are your main harassment skills, and this requires melee range. Any skill that empowers an autoattack synergizes nicely with Sheen/ Trinity Force, and I find that one level of this plus the Sheen active is enough of a whack until late game. That said, this is a nice skill to keep hounding your opponent, given the speed buff you get coupled with Omen of Pestilence's slow and Trinity Force's movement speed and slow.



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 skill is great for harassment along with Omen of Famine, and usually starts your chase once you land the slow on your opponent. As an AoE, it also helps quickly push your lane. This skill has slightly better damage scaling, and lower mana costs, than Omen of Famine. So, if all else is equal, I will tend to max this before Omen of Famine. But, it will still depend on whether the sustain or slow will be more useful at the moment.



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 is your other harassment skill, as well as your sustain skill. It has lower cooldown and higher mana cost than Omen of Pestilence, so be careful you don't run yourself out of mana before you need to commit to a fight. However, in a fight, spam this sucker every time it comes off of cooldown.



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 skill is similar in ways to both Zilean's Chrono Shift and Mordekaiser's Children of the Grave. It can be used to "save" a dying ally, except that the person is still dead, but can keep on fighting. It can also be used to create an extra champion for a fight. I like to use it on either myself or a high attack damage character early in a fight rather than use it for a last minute save. Having the extra damage in a fight often means we can kill enemies without people dying. And, even if you do use it to "save" someone, it's only extending the fight for them instead of compounding damage in a shorter amount of time, if that makes any sense. The exception to this is when you use it on an AP champion. In that case, it is better used just before they die so they can live on and keep using abilities. Having a revenant of an AP champion while they are still alive doesn't help much, since their auto-attack damage is so low. Another thing to note is that often people don't realize they have died and try to back away from a fight instead of going nuts on the enemies. So, it's obviously most effective if you can communicate over a voice chat program, or if you just use it on yourself.

This skill is a great tool for defending a point against one or more enemies. It is also very useful in harassing and keeping enemies away while you are capturing a point. You can still control the revenant while channeling the capture using the pet control keys (i.e. Alt + mouse clicks by default, I believe). So, use that to your advantage. Actually, if you right-click on a point to capture it, your revenant will often just walk up next to the tower and stand there doing nothing unless you use the pet controls. So, you definitely want to learn how to do that effectively.

Skill Order


QWEEWREWEWREWQQRQQ

I start with a point each in Q, W, and E. Then I split points between E, grabbing R at 6, 11, and 16. I max Q last.

Q will be maxed last 99% of the time for me, but the order of W and E varies from game to game. Sometimes I want more slow and sometimes more sustain.

Item Builds

Starting Items:
sheenhealth-potionmana-potion2

  • Sheen might be sort of a weird item to start with. I settled on it as sort of a compromise. I tried starting with a Tear of the Goddess and rushing a Manamune. But, I felt sort of weak in the beginning until I got my Trinity Force. So, I decided to skip the Manamune and rush the Trinity Force directly. But, since Yorick wants to spam ghouls and therefore is pretty mana hungry, I wanted some source of mana or mana regen. So, I settled on the Sheen. Being bottom lane, starting with boots is less important to me, and I can enjoy all the benefits of a Sheen right away instead of settling for just Boots of Speed and the components of the Sheen. You still can't spam your skills whenever they are off cooldown like you could with a Tear of the Goddess. But, I still prefer heading straight for the Trinity Force, and I make up for some of the mana issues by grabbing some Mana Potions early in the game and controlling the bottom-middle health relic. With the new utility mastery tree, grabbing the low-tier Expanded Mind and Mastermind masteries can also help relieve the mana dependency.


Core Items:
ionian-boots-of-luciditytrinity-force

  • A major goal of this build is to maximize cooldown reduction so that you can keep those ghouls spawned as much as possible. Hence the Ionian Boots of Lucidity. I typically either finish the boots ASAP for the CDR, or wait until after buying a Phage.

  • Aside from boots, the first major item I complete in every game is the Trinity Force. Trinity Force is a great item for a lot of champions, and each component gives Yorick stuff he wants. The Sheen synergizes well with Omen of War. The Phage gives Yorick another slow to complement Oment of Pestilence. The Zeal primarily gives Yorick more movement speed. After the Sheen, I usually grab the Phage second, since the Zeal's attack speed and crit are less important stats to me on Yorick than the slow, health, and damage the Phage gives.

Build: -> -> / -> / -> ->


Follow With:
frozen-heartforce-of-natureatmas-impaler

  • After the Ionian Boots of Lucidity and Trinity Force, I assess my defensive needs. All else being equal, I want to pick up a Glacial Shroud for the cooldown reduction.

  • However, if I need protection from magical damage, I will pick up a Negatron Cloak first.

  • If I need to worry about physical damage, I will finish the Frozen Heart.

  • If magical damage is the danger, than I like to build a Force of Nature after the Glacial Shroud, and finish the Frozen Heart after that.

Physical: -> ->
Magical: -> -> -> ->


  • After those defensive items are taken care of, if the game isn't over, I go for an Atma's Impaler.

Build: () ->

  • Like I said, I want the Frozen Heart for the CDR. That, plus the Ionian Boots of Lucidity, give 35% total CDR. Runes and masteries make up most of the remaining 5% to get close to the 40% CDR max.

  • I like Force of Nature as my major magic resistance item because its bonus movement speed works well with Trinity Force's and Omen of War's speed buffs, as well as the slows from Trinity Force and Omen of Pestilence, to really lock down enemies in a chase.

  • I'll usually grab an Atma's Impaler after that. With the removal of Warmog's Armor from Dominion, it loses some of its appeal. But, the extra bonus damage still works well with Unholy Covenant (ghouls) and Omen of Death (revenant).


Other MR Options:
spirit-visageodyns-veilquicksilver-sash

  • Spirit Visage might be desirable for its cooldown reduction, MR, and health. Its passive will also increase the effectiveness of your Omen of Famine. With the additional CDR options in the new mastery tree, this item is more likely to make it into my build instead of a Force of Nature. If I have runes and masteries configured to give me 10% CDR, I will probably grab a early to pair with the Frozen Heart, and buy Mercury's Treads instead of Ionian Boots of Lucidity.

  • Odyn's Veil is another option instead of, or in addition to, Force of Nature. In most games, you probably will not need both unless the enemy team is really heavy on magic damage. Force of Nature provides more straight MR, but Odyn's Veil gives health and mana in addition to the MR. In addition, it has 10% magic damage reduction, which synergizes well with Unholy Covenant, and provides a source of AoE magic damage. I like Force of Nature for the movement speed, and because towards the end of the game, the health regen really helps to stay topped off when defending points in a close game. But, I am strongly thinking of switching it out for Odyn's Veil as my primary MR option for the bonus health it gives. Basically, the removal of Warmog's Armor has increased its attractiveness.

  • Quicksilver Sash is something you might want to pick up in a game with some annoying CC. It is pretty much mandatory in games against champs like Malzahar. It is pretty cheap and provides a nice amount of MR. In other cases, for CC, a tenacity item might be enough. I actually find myself buying a QSS in a lot of games these days for various champions, and it might replace Force of Nature as my main MR item, unless Odyn's Veil does.


Other Armor Options:
sunfire-cape

  • Between Frozen Heart and Atma's Impaler, you probably won't need more armor. But, if for whatever reason you do, I suppose the best option would be a Sunfire Cape. In addition to armor, it provides health, a stat Yorick likes, plus some more melee range AoE magic damage. Like with Odyn's Veil, its attractiveness has increased now that Warmog's Armor is gone.


Other Damage Options:
manamunesanguine-blade

  • I talked above about Manamune, and why I stopped rushing it as a first item. However, many people will still want the mana and damage it provides.

  • If I don't need to worry as much about defenses, I might grab a Sanguine Blade for some more damage, and some lifesteal to pair with my Omen of Famine.


Tenacity:
eleisas-miracle

  • Against certain champs, Yorick can be beaten in a duel by CC (e.g. Fiddle's stupid 3-second Terrify). In those cases, I like to pick up an Eleisa's Miracle. It is a pretty cheap item, and it gives a huge amount of mana regen, which will solve that problem.

Early Game

Start out capturing your team's bottom tower. Go meet up with the friendly minions that spawn and Promote the melee guy. Bash on the enemy minions with a sprinkling of Omen of War + Sheen proc, but don't run yourself out of mana too quickly. Don't forget to last-hit. Even though it's not Summoner's Rift doesn't mean you don't want to earn every bit of gold you can. You want every advantage you can get.

Your opponent might object to you pushing the lane to their tower and getting gold while they aren't. If they try to bother you, plop an Omen of Pestilence at their feet and chase them off or possibly kill them. Don't forget the minions, though, and be too crazy diving towers for a kill. You want to bring those minions with you.

Pushing hard like this serves a few purposes. 1) You might be able to take their bottom tower from them. 2) Even if you can't take it alone, it puts pressure on it such that they might feel like they have to send reinforcements from the top half of the map. If you find yourself against two or more enemies bottom, you are doing your job. 3) Minions make capping points much faster than capping just with champions. Whether it is you + minions, or you get help from teammates, it will be easier and faster to do with minions. The enemy team, however, will either need to push their minions all the way to your tower, or cap it themselves, in the event they win battles bottom. 4) If your lane is pushed past at least the middle of the lane, you have control over that health relic there. Make full use of it to keep your health and mana topped off.

As you get up to their tower, veer off to the side where the enemy minions spawn to head them off before they can distract your minions. Meanwhile, your minions will start bashing on the enemy tower. Don't get too crazy veering off into the lane. Just head off those minions. I've found that fully detouring before I have captured their tower (e.g. going for the health relic there) often results in getting trapped and dying. I think there is an unwritten universal lie that dictates that a second enemy always shows up any time I do that to trap me in there.

At this point, there are a couple of possible states the bottom lane is in. 1) Your opponent is so weak that you have already killed him once, or nearly killed him, in which case you can take his tower from him easily. 2) Your opponent is hurting a little bit, and you can continue to harass him at his tower with your ghouls while your minions neutralize the point. You might have to dance back and forth between enemy minions and harassment while the enemy and his tower kill off your minions. Once the tower is neutralized, you can probably dive and kill him. 3) Reinforcements have arrived to try to gank you. Fall back and try not to die. You might have to defend your own tower, but they probably won't have minions with them, making it easier to defend. Or they will begin pushing their own minion wave, giving your teammates time to help you out.

If you die, make the judgment whether using Revive is worth it at that particular time. On the one hand, your opponent might press their luck and try to cap your tower while you are dead and they are low on health. You could Revive and rush back to kill them. On the other hand, the cooldown is pretty long, and you want it up for end game. So, using it early might give you an extra use of it per game. Use your judgment on whether you need to rush back to defend a point or something.

Mid Game

Pretty similar to early game. You will have your Omen of Death by this point and can win duels with it, and sometimes 1v2 situations.

You might find yourself switching out from bottom as people die and recall and whatnot. Pushing the top lane is very similar, except that you need much more support from the middle of the map. Dying in the top lane pushing on their mid point is much more punishing than dying bottom. So, you will need to be more cautious. You will probably also find yourself using Promote on your minions to push the lane and going off to fight in the middle of the map more often. You will probably have to use Omen of Death on other people in bigger fights, like that squishy ranged AD guy on your team, or another bruiser-type. If you need to use it on one of the squishy AP-types, use it more often just before they die than using it early like you might with an AD champion.

You might find better opportunities mid game to use your Revive. You want to make sure you have it up in the late game, however, in case there is a close game.

Late Game

Hopefully you win.

This is where Revive can be really clutch. If you lose a fight on key points, the enemy will be pretty low when you zoom back to them with your increased health. It effectively gives you an extra champion for a fight. Make sure you correctly estimate your strength if you go rushing back out to a gang of enemies, though. Nothing is worse than dying, Reviving, running back out... and dying again. Lame.

Matchups

I figured I would keep some notes here about how I have found certain matchups have gone, and any particular tactics to use against certain champs. I am mainly interested in 1v1 situations here, and the relative strengths of champions to Yorick. I reserve the right to be 100% wrong about anything written in this section. I am neither a top player, nor facing top players, and I am working with limited data here. The more games I play, the more accurate this section will become. But, this is the type of information I really value in guides to help with picking and banning strategy, as well as tactically in game. But, this type of info is rare to find in guides. So, I figured I would try to include this kind of information for other people as well as myself.

  • I don't see many Akalis in bot lane. Most Akali encounters are in the upper half of the map. How it turns out depends on how fed she is, like always.

  • I've only faced an Anivia once or twice, since she's not a very popular pick in Dominion. But, I was sort of surprised with how effective Anivia was as an annoying bot lane opponent for Yorick. Early game onwards, her range can allow her to harass back pretty well. Once she hits level 6, she can melt waves so easily that it neutralizes Yorick's pushing power pretty well. I didn't find she could push back much at all, but at least she completely neutralized Yorick's push. If she gets too close, Yorick can crush her. But, if she can keep him at distance with her range, CC, and wall, she is fine. Her wall can also span the whole lane once you get past the health relic mid-lane, so be careful you don't get trapped and killed. I found myself going to extremes to stay away or go apeshit and rush after her in this matchup.

  • I don't usually find myself having problems with Caitlyn, or other ranged ADs in general. If you let her get free damage or kills on you, and/or farm up more early, she can be annoying. But, usually, I find Yorick having a solid advantage here and being able to chase her out of lane.

  • Most of your encounters with Eve will be when she goes behind you to try to capture your bottom tower while you push on her ally. However, she can be pretty dangerous ganking with her ally. As in classic games, if your lane opponent suddenly gets aggressive on you and you don't see Eve on the map, then assume the worst and fall back to reassess the situation. You may have to pop out a revenant.

  • Fiddle is actually pretty annoying. Aside from his ultimate, where you might find him jumping in your pants for an unwelcome surprise party once or twice a game, the real terror is Terrify. Without a tenacity item or QSS, I've found that Fiddle can win a stand-up fight because of that stupid long fear. With a Miracle or QSS, Fiddle is too squishy to withstand Yorick. But, he can get you pretty low in the process.

  • Similar to the Caitlyn matchup, I don't find myself having trouble here. It all depends on how much free damage you allow Graves to inflict on you compared with how much you can harass. I find Omen of Pestilence is usually enough to keep them away from being able to harass you back too often.

  • This depends on how well Heimer can push back on you. I have found that Heimer's big weakness on this map is pushing minions on him and his tower. I see people all the time trying to dive a Heimer at a tower without minion support and that's often just plain dumb. A friendly minion wave is Heimer's biggest threat, I think. If he tries turtling under his tower with his two turrets, the minions can neutralize the point while you harass with ghouls and eventually dive and kill him. While you harass, Heimer needs to decide whether to use his abilities to kill the minions, or to fight you. If he can successfully push his own minions out and not let you push him to tower, then it is often dangerous to dive him without a gap closer. In such a case, he doesn't need to make that choice between fighting you or killing off your minions. I think this matchup played between two good players will probably be a stalemate without outside help.

  • I'm generally not terribly scared of Yi in Dominion. I will usually just fight him if he shows up. Sometimes he will melt you because he got fed earlier in the game in the upper half of the map, and I will go WTF? But, in those cases, my team is probably losing anyways, and that's the least of the problem. In most other situations, Yi ends up running or dying, I have found. He can't really contest bottom lane against Yorick if he starts there for some reason.

  • Pretty much the same situation as Caitlyn and Graves.

  • If you let her get free bindings on you, or don't pay attention to the puddle under your feet, she can be tough. Otherwise, Yorick has the upper hand in the lane, I think. Though, it's not a pushover, and Morgana with a teammate ganking can be rough. Morg just doesn't have the pushing power Yorick does, and spends most of the time defending at tower. That said, she is pretty hard to kill and it might take a while to fully take her tower without an ally or revenant to zone her away from you as you cap.

  • You will probably meet Poppy as she comes around the corner as you are pushing on her teammate's tower. I usually pop Omen of Death on shortly after , retreat, and can be safe most of the time, depending on what Poppy's teammate is doing in the fight. Poppy is pretty strong on this map, though, especially in situations like you will be in, retreating along a wall. Make use of the brush and your ghouls/revenant in your escape.

  • Rammus will either be ganking you or trying to take your tower while you push (see Eve). His taunt can be annoying if he has teammates around. Otherwise, other than AP champs, Yorick is one of the better champs to duke it out with Rammus around a point. Annoying, but not a huge threat unless he has friends.

  • I think Shaco is best controlling the middle of the map and putting pressure on the enemy team's mid point. But, sometimes a Shaco will be in lane bottom. He can be annoying with those boxes. But, he ends up having to defend at tower most of the time, and can be chased off the point. He does have some good poke, and those boxes from an AP Shaco are gross if you get suckered into a nest (expect one on your mid lane health relic). In other situations, he will be like Eve and Rammus, taking your point behind you. So, you will need to backtrack and chase him away for a few seconds (don't fall for following him into his nest of boxes).

  • I really hate this matchup, to be honest. Singed is unkillable, especially since Yorick needs to chase and you just don't chase Singed ever unless you want to die. He also neutralizes your pushing quite a bit by running through your minions and drawing them away. A Singed with Promote can also push you back, and might have the better of the matchup. I think this matchup requires you to go with a Manamune build. You need the mana to keep harassing from range.

  • I think Sivir could potentially be a counter. She can use her Boomerang Blade to poke from range and bounce Ricochets off of minions to easily hit Yorick. Yorick can get caught up in minions and not be able to dodge the Boomerang Blade very well. I think the matchup depends on how well she can anticipate Yorick's Omen of Pestilence and Omen of Famine to mitigate some harassment damage with her Spell Shield. She also needs Promote to counter Yorick's Promote. I think Yorick can gain the early advantage and win the fight over the bottom mid health relic, so he has an advantage there. I have only faced one Sivir and managed to win the lane. But, I think Sivir has potential as a counter.

  • Skarner was better than I expected on Dominion in the few times I faced him. In the one game I played against a Skarner bot, early game was pretty clearly in Yorick's favor. Later in the game, Skarner got tankier and better able to kill off all of my minions quickly with his low cooldown AoE spam. He wasn't able to push me back as well, but he could neutralize my push fairly well. He was also pretty tough to fight, and can catch you with his ult when you didn't realize he had a buddy nearby, and you can die pretty quickly. This was also pre-recent-buff Skarner, so he is probably better now, also. I would say Yorick has a clear advantage in lane in this matchup, though. You have more ranged harass and slows to keep him at bay before you need to commit to a fight.

  • Some of those tanky Sorakas with a Rylai's and tanky items can be super annoying to fight under a tower. They just run around in circles while you try to catch them and her tower hits you. Like with Heimer, if you successfully push your minion wave to tower, it hurts Soraka's defense. But, with strong enough Starcall, Soraka can manage minion waves fairly well. To do all this well, though, she needs a certain critical mass of items, and you can exploit an early advantage over her if she starts out laning against you.

  • I think Yorick has a pretty large advantage here, since he can be a bully early game. I feel like Vlad needs a certain amount of levels and power to be able to seriously hurt Yorick alone, whereas an early Negatron Cloak is usually enough to keep Yorick safe for the most part. If anything, it takes a while to finally chase down and kill Vlad because of that pool. Sometimes, another enemy will show up in the meantime and you can be screwed. Like Morgana, I Vlad usually gets pressed back to tower, and then it is just a bunch of chasing hijinks as you try to kill him.

  • Pretty much the same thoughts as Master Yi.

Final Comments

I originally created this guide as a slightly different take from Waterd103's Yorick Dominion guide. Both had a focus on cooldown reduction, but he went with a utility based mastery tree and went with an item build including Manamune and Spirit Visage. So, I thought this might be another take on it for people to try out. With the mastery changes, I am not sure how similar our builds might end up being. I guess we will see.

If I have any mistakes, or if you have any opinions on the guide, leave a comment. I consider this a work-in-progress, especially sections like the Matchups.

Comments

November 27, 2011 - 02:23 AM #1

"Ive tested this build, and it sucks"



lol yeah like that

November 25, 2011 - 09:46 PM #2

Ive tested this build, and it sucks. U dont need Sheen as first item, all u need is the Explorers Sword + Boots. Promote is 100% useless cause Yorick is the best pusher in dominion. Due to Dominions passive, you dont need mana reg from masteries nor runes. ¡REVIVE! You only spend 16 seconds dead, moreover, you have your ulti which makes the time pass when you are living again (9 min cd in 20 mins game... 3 times). You will NEVER be able to charge manamune, so...



Items: Sword (900) + Boots (350)

Sheen, Ionian boots, Sanguine Blade, Black Cleaver + Free