

Yorick
Shepherd of Souls
Issues
-
Abilities don't lean hard enough into the summoner niche since they are too focused on making him a good duellist too.
-
He is inherently tanky, can damage from range, and does not scale much with defences so is able to build lethality, letting him deal lots of damage while being hard to kill.
Aims
-
Modify or replace abilities to focus his design more strongly on summoning, buffing and controlling his pets.
-
Make him scale more effectively with tank stats, motivating him to build as a bruiser rather than an assassin, but still giving him the option to build full damage, while opening the chance to build full tank.
Abilities
OLD PASSIVE


ISSUES
-
The summoning is a bit over-complicated.
-
Being limited to 4 mist walkers is not very exciting.
-
The levels that the grave spawn rate upgrades at are quite arbitrary, a smoother power increase would be better.
-
Walkers scaling mostly with AD and getting instantly killed by single target attacks motivates you to only build flat AD to empower them.
-
Walkers taking less damage from AOE makes them annoying to remove without wasting single target abilities on them.
-
Their potentially infinite duration means they have to not have very high impact.
-
Them being worth gold means raising the quantity cap would be a problem.
NEW PASSIVE

Shepherd of Souls
Passive
When an enemy or monster is killed by Yorick, or when pet controlled by Yorick dies, he gains stacks of Shepard of Souls.
Minion/small monster/Mist Walker=1, cannon minion/Maiden/large monster = 3, Champion/Epic Monster = 10.
​
Yorick gains a small amount of health and mana regen per stack. New stacks do not refresh the duration of existing stacks. The regen per stack scales with level.
BENEFITS
-
Gives great sustain, allowing relentless pushing.
-
Motivates summoning as many pets as possible to maximise stacks.
-
Removes the passive but complicated pet summoning.
OLD Q

ISSUES
-
The missing health heal makes him frustratingly tanky on low health even without defensive items.
-
Having to wait for 3 graves before summoning means that the summoner is often without any summoned pets early in the game so does not fulfil his character fantasy all that well.
NEW Q

Last Rites
Q
Same as original except:
-
Heal removed.
-
Awakening removed.
-
Added: If Last Rites hits a champion, a large monster, or an epic monster, or if Last Rites kills its target, a Mist Walker is summoned.
Changes to Mist Walkers:
-
Now gain 10 % of all Yorick's bonus stats, instead of just health and AD.
-
No longer instantly killed by single target attacks.
-
No longer take reduced damage from AOE attacks.
-
Now constantly take a tiny amount of magical and physical damage every 0.2 seconds. Every time this damage is dealt it is slightly increased.
-
Mist walkers are ghosted to prevent blocking champion movement.
-
Walkers dont grant gold on kill.
BENEFITS
-
No more cheesy staying alive at low health.
-
No more overcomplicated summoning.
-
Walkers now scaling with all your stats opens up more build options.
-
Summoning walkers on pretty much every Q lets you build up a big swarm of them, fitting the necromancer fantasy better.
-
Walkers not getting instakilled by single target or shruggin off AOE means players can treat them as an extension of Yorick and choose to attack or ignore them accordingly.
-
The constant damage to the Walkers gives them a duration, but also motivates building defences for them to inherit so they survive longer. Since they are not infinite, the cap on how many you can have can be removed and they can be balanced stronger. This means they can have be allowed to have more impact while they are around.
-
The constant damage being mixed and not % health means resist and health extend Walker duration.
OLD W

ISSUES
-
Does not help split pushing.
-
Does not contribute to the summoner theme.
-
Is just a bit annoying to play against rather than cool/impressive/intimidating.
NEW W

Dark Procession
W
Conjure a cloud of spirits at the target location which every 0.2 seconds applies a stacking shield to all allies within it equal to a small % of their maximum health.
​
Recasting this ability while a Dark Procession is active will cause it to move to the target location at a rate scaling with Yorick's movement speed.
​
AOE= enough for a full stationary minion wave.
Cooldown and duration unchanged.
Spawn delay removed.
BENEFITS
-
Provides survivability for Yorick so can help defensively like the old W.
-
The shielding on Yorick's minions and pets helps with pushing.
-
Can mess with enemy last hits
-
Shielding Yorick's pets is especially nice since it extends their duration.
-
Max health scaling incentivises tanky builds.
-
Being able to move the Procession lets you follow your minions with it and makes it feel like another summoned pet.
OLD E

ISSUES
-
Too focused on poke.
-
Not helpful for pushing as damage on minions is poor and AOE is too small.
-
Current health damage down to a minimum threshold which scales with AP is overcomplicated.
NEW E

Mourning Mist
E
Same as old E except:​​
-
AOE size increased to hit a full stationary minion wave
-
Current health damage removed.
-
Now deals physical damage equal to the old minimum damage + 50%AD
-
Raising mist walkers from graves removed since graves are removes.
-
Curse no longer empowers 8 mist walker attacks
-
instead increases damage dealt by Yorick and his minions by 20% to the cursed enemy for the duration
-
Now affects structures.
BENEFITS
-
Now useful for pushing.
-
Easier to itemise against since its no longer magic and current health scaling
-
But also can deal more meaningful damage if AD is built.
-
The 8 attack limit removal means it scales better with pet quantity and attack speed
OLD R


ISSUES
-
Has to be not that strong due to infinite duration.
-
So the immediate impact of casting your ultimate ability is low.
-
She is awful to control, you either try to roughly lead her around with your own movement or just set her off down the lane, neither makes you feel like a master necromancer.
NEW R

Eulogy of the Isles
R
The Maiden of the Mists is conjured at your location and rushes to the target location up the 1000 units away followed by a wave of mist. The mist always travels the full 1000 units even if the Maiden does not. Enemies, including structures, hit by the mist take moderate magic damage scaling with Yorick's AD.
​
Changes to Maiden of the Mists:
-
All of the Maiden's stats scale with Yorick's.
-
The maiden takes constant magical and physical damage which increases every time it is applied.
-
You can recast this ability while the maiden is active to direct her to move to a location or attack an enemy.
-
Endless March removed except for the ghosting.
-
Natural Recovery removed.
-
Touch of the Maiden removed.
-
Undead Army: no longer stops summoning walkers beyond 4. Meaning any time an enemy dies nar her she summons one. If any enemy is killed with Last Rites, two walkers are summoned, one due to :ast rights, one due to the maiden.
BENEFITS
-
Maiden now has greater immediate impact due to the wave.
-
Being able to control the Maiden directly like tibbers or shaco clone means she can be much more useful.
-
Having a duration due to the constant damage being taken means she can be balance stronger.
-
Overcomplicated extra effects being removed makes her simpler to use and allows more room for her to be balanced stronger.
-
​Duration determined by taking constant damage motivates building defences.