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Higher mana pool in general, simply because his mana pool is so terrible early on, and even late game it's not hard to go OOM, and lowered his base AS while increasing its scaling to make him scale a little worse with AS, but keep late game, no item AS nearly the same. Other than those, I just rounded his health, AD, and armor to make them a little less weird.
Removed the buff, moved Ghoul summons from abilities to a (CDR affected) cooldown, Ghouls now take the damage they deflect, he can now have 3 (or 4 for a couple seconds) of the same type of Ghoul,
Moved the old passive buff to his Q, it is now true damage, and it does not scale with having multiple Ghouls, just rank. Active now fits better with being a gravedigger, and has increased range. It also now applies LS and doesn't crit, and has higher early base damage, and lower max rank damage.
Spectral Ghoul also gives less MS, but that is rebalanced by having more total MS by being able to have multiple Spectrals and having the Ghoul be semi-permanent, as is every ghoul.
Essentially the same ability on the first cast, but allows for more casts through the same idea as Olaf Q, but the cooldown still stays, even through multiple casts, and you can have multiple dirt piles at a time.
Decaying Ghoul slow radius, cast range, and AoE radius buffs.
Yorick has no hard CC, so here's some. The active no longer heals him for a percentage of the damage done, and the Ghoul no longer heals for a flat % of AD, instead healing off % damage done. Against minions and with 3 Ravenous Ghouls, this is a buff, and will usually be a nerf against champions thanks to armor.
Damage nerf unless you have 3 Ghouls, in which case it's a buff.
Changed it to be all AD, rather than %base AD + items. I didn't want to change this ability, as it's pretty iconic and can win team fights on its own.
I don't believe he needs a rework. He has weaknesses that, when taken advantage of, can completely kill him off from ever being relevant from early to late, but he also has the capability to be a strong, nearly unbeatable, lane bully if you can't take advantage of his cooldowns. He's not feast or famine, but he's definitely not Irelia where you can shut her down to 0/5/0 early, and she's still relevant mid game.
His late game isn't the strongest around, but it's not anywhere near weak, he can easily dual a 6 item Yi if they're both full HP and full build, but anything with a stun can wreck him. He also doesn't have good peel for team fights, but his ult is his ult, and he can pop a squishy in one rotation of they don't react fast enough to stun him. What I did here is supposed to help alleviate his weaknesses late game while sacrificing a little power early.
I gave him a rotational-dependent CC to help peel better while still preserving the play style I like to do of charging the ADC/mid before they have any relevance in the team fight, and helps with chasing. His Ghouls all have reduced AD and HP in exchange for being semi-permanent. Additionally, he should be slightly less mana hungry early game with a slightly increased mana pool. Not by much, but it's something.
As many have complained, including myself when I first picked him up, though I now understand how to manipulate them, the Ghouls are now controllable and do follow into bushes/around corners that aren't warded, but will stop if that does not give vision once more. It should help keep a small bit of the lane-bully-ness that I love, while still having reduced AD on all Ghouls to remove enough that I think it should be balanced enough.