Early Game: Levels 1–6
Start positioned near your front line but do not commit to a full engage until you have four graves on the ground. Your early damage is mediocre without ghouls, so play the first wave as a setup phase. Last-hit dying minions to spawn graves, then use E to mark enemy champions and send your ghouls at them. This is your primary poke tool. If they step up to harass you while you farm graves, punish them by marking and sending the Mist Walkers.
Use Snowball primarily as a gap-closer for a quick W cast, not for pure damage. If you land a Snowball on a squishy target, dash in, drop W immediately to trap them, and then E to ensure your ghouls swarm the cage. If you miss the Snowball, back off and reset. Do not force fights without your ghoul army ready.
Push the first wave hard once you have the Maiden. You want to crash the wave into their tower to set up a siege. If you get an early augment that boosts durability or ghoul damage, look for a level 6 all-in. If you fall behind or take bad poke, stall under your tower and let the Maiden tank shots while you recover health. Your next move is securing the first tower plate or resetting for boots.
Mid Game: Levels 7–11
Position yourself at the head of your minion wave. You are a siege engine now. Do not stand behind your team like a traditional mage; walk forward with your Maiden and ghouls to absorb skillshots and apply pressure. Your trading rhythm revolves around the Maiden. If she is up, walk at the enemy team and E the frontline. The Maiden and ghouls will chip them down while you stay relatively safe. If the Maiden dies, play passively for the cooldown.
Snowball usage shifts to creating chaos in team fights. Throw it at the enemy backline to force them to dodge or waste cooldowns. If they cluster, Snowball in, W to cage multiple targets, and R if it is ready to overwhelm them with summons. Augments that grant ability haste or healing on damage make you deceptively tanky. Look for augments that let you spam E or increase gholem attack speed.
Choose to push constantly. Yorick excels at taking towers while the enemy team is distracted or dead. If you are ahead, group with your team and force a 4v5 under the enemy tower while your summons hammer the structure. If you are behind, split your attention. Send the Maiden down a side lane if the mode allows, or use her to clear the incoming wave while your team defends. Your next move is taking the outer towers and transitioning into the inner ring.
Late Game: Levels 12+
Positioning becomes critical. You are tanky but susceptible to heavy crowd control and anti-heal. Walk with your team but stay slightly to the side, looking for a flank angle. A good W on a high-value target in a late-game fight often secures the kill. Your poke rhythm slows down; instead of constant E spam, save it for guaranteed marks when the enemy commits to a fight.
Use Snowball to bypass the enemy frontline. In the late game, diving the enemy carry is your win condition. Snowball to a carry, W them in place, and pop your ultimate to summon the Maiden and ghouls directly on top of them. If you have augments that increase damage based on missing health or grant invulnerability, this is the moment to use them. Do not dive if the enemy has heavy peel waiting.
Pushing is your default state. If you win a team fight, do not recall immediately. Take towers, then inhibitors. If you are behind, use your Q and ghouls to waveclear effectively. You can stall games by preventing the enemy wave from reaching your tower. If the enemy tries to dive you, W under your own feet to trap the aggressors. Your next move is ending the game or forcing a decisive final fight at the inhibitor.
