Massive tower pressure and lane dueling.
Durability and crowd control
Every 4s your next attack on a champion deals bonus damage, heals you, and permanently increases your health.
Charge up a powerful attack against a tower while near it.
Restore health over time based on your missing health.
Every 8 monsters or enemy minions that die near you permanently increases your max health by 0.2%.
+65 health and +10 AP or 6 AD, adaptive
Gain cooldown reduction and max cooldown reduction on your ultimate. This is increased further each time you use your ultimate, up to a maximum.
Gain 10% CDR when you reach level 10. Excess CDR becomes AP or AD, Adaptive.
Yorick's trading/fighting pattern relies heavily on [Q], therefore auto attacks. Grasp's heal and bonus damage keep you healthy and empower longer duration duels.
Demolish empowers and emphasizes Yorick's ability to split push and shred towers. If you're left alone by the enemy team you'll have the ability to take several towers if not responded to.
If the enemy laner has Teleported away and yours is on cooldown, don't be afraid to cast [R] in lane and let the Maiden tank the tower for your Ghouls/minions.
Second Wind is the rune of choice in this slot if you're looking to fight and take a lot of trades during lane.
Overgrowth's scaling health bonus synergizes well with Yorick's build as well as empowers your ability to split push and take towers by improving your Demolish damage.
Ultimate Hat on Yorick massively bolsters your split pushing power by ensuring that your [R] is up every time that you're looking to take a tower and draw pressure.
Transcendence's mid-game CDR let's you hit that crucial 40% in the mid-game with Tri-force and Spirit Visage for strong duels and tower-taking power.