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.
Gain permanent health when enemy minions or monsters die near you.
Creative tools and rule bending
You get free boots at 10 min. but you cannot buy boots before then. These boots give additional MS. For each takedown you acquire the boots 30s sooner.
Bonus MS towards nearby allies that are movement impaired or enemies that you impair movement on.
+5 AD or 9 AP
+6 Armor or 8 MR (match-up)
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.
Magical Footwear's raw gold value propels you to a strong-mid game split push power-spike allowing you to hit your Tri-force + second item even quicker.
Approach Velocity's added Movement Speed can be fantastic for chasing down targets marked by the slow from your [E] for massive follow-up damage and chase.