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by 안녕지지Updated Oct 4, 2026, 1:31 PMTranslated
Mayhem Yorick: Blocking Entrances and Exits with Back-to-Back Grand Magister Walls
16.19
# Mayhem Yorick: Blocking Entrances and Exits with Back-to-Back Grand Magister Walls
---
GameMode: MAYHEM
Champion: Yorick
Patch: 16.18
---
```opgg YouTube
videoId: oEuTmR7IQp8
```
This Mayhem gameplay guide is based on Rainbow Flavor’s Grand Magister Yorick clip. The core idea isn’t massive AP burst, but repeatedly creating walls to limit the enemy’s movement and available targets. The video confirms the Grand Magister card and a playstyle that leaves behind numerous walls. The item recommendations and combat decisions below are practical additions designed to take advantage of that setup.
## Key Takeaways
- Use
Yorick W - Dark Procession from
Yorick not just as a chasing tool, but to block engages and protect your team.
-
Archmage refunds cooldown time between the skill you used and another random skill. It does not reset every skill at once.
- Being able to create a lot of walls does not increase your damage by itself. You need to move with allies who can hit the enemies trapped inside.
- The “infinite wall-blocking” in the title describes the powerful repeated usage. It does not guarantee that walls will appear at the same speed every time or that opponents will never escape.
## Augment Build
```opgg lol AugmentBuild
schemaVersion: 1
core: [2087]
alternatives: []
synergy: []
```
### Grand Magister: More Actions, Not More Damage
When you use a skill,
Archmage refunds 30% of that skill’s cooldown to another random skill. Yorick’s game plan is to buy time with a wall, use another skill, and have the wall ready again. Rather than blindly spamming W, pay attention to which skills are back up and where the enemy is positioned.
Having your wall come off cooldown and placing it in a good spot are two different things. Distinguish between trapping an enemy at their feet, cutting off their escape route, and separating an enemy diving onto your team. If there are already enough walls in the same area, it’s usually better to use the next one to block the enemy’s escape path.
### If You Don’t Get the Right Augment
If you don’t get Grand Magister, don’t force your build around this guide’s back-to-back wall strategy. Instead, pivot toward the value of Yorick’s usual E poke, summon pressure, and landing a single W. Even if you have another haste augment, don’t assume it works like Grand Magister’s refund. The augments shown in other Yorick clips from the video are not being presented as a mandatory package for one game.
## Item Build
```opgg lol ItemBuild
starter: []
boots: []
core: [3078,3053]
situational: [3065,3143]
starterRelations: []
bootsRelations: []
coreRelations: [PRIORITY]
situationalRelations: [PRIORITY]
```
This setup is a practical recommendation, not a reconstruction of the purchase order shown in the video. Rather than filling every slot with AP items just because the augment is called Grand Magister, it is built around a bruiser setup that helps Yorick survive while positioning to use his walls.
-
Trinity Force: Helps strengthen Q-empowered trades and basic attacks. It becomes more valuable when your team can directly hit enemies trapped by your wall. If the enemy’s range makes approaching dangerous, you can prioritize defensive components over finishing an offensive item.
-
Sterak's Gage: Helps you withstand focused fire and buy time for your next wall. Trapping an enemy does not give you permission to dive deep into their team.
-
Spirit Visage: Consider it when magic damage is a problem and you can also make use of healing or allied shields. Don’t buy it automatically if the enemy’s main damage is physical.
-
Randuin's Omen: A situational defensive choice when you need to withstand crit-based basic attacks. Adjust its priority based on what kind of attacks the enemy’s main carry is using to kill you.
Choose boots based on the enemy’s crowd control and damage profile; the starting item and full build order are not fixed. If you’re running out of mana and can’t use your walls, resource management comes before offensive stats.
## Skill Usage
Following up with W on an enemy slowed by
Yorick E - Mourning Mist is more reliable than trying to land the wall with no setup. Trapping them after their mobility tool is down is also a good sequence. However, if you need to save an ally, don’t delay W while waiting for E to hit.
Use
Yorick Q - Last Rites when you can attack safely. There’s no need to walk into the enemy’s threat range just to fish for a cooldown refund. Use Mist Walkers and the summons from
Yorick R - Eulogy of the Isles as pressure tools that give your team time to attack, but don’t conclude from the video alone that manipulating a particular ultimate cooldown will always produce the same refund. No fixed skill-investment order through level 18 is provided.
## Early-, Mid-, and Late-Game Teamfighting
Early on, don’t expect back-to-back walls before your augment is online. Farm safely and poke with E. Use W after confirming that your team is ready to fight. If you’ve lost health and need to retreat, use the wall to cut off the chase rather than saving it for offense.
Later in the game, first decide whether the team needs a wall to catch enemies or one to protect your allies. If your ranged carry is sufficiently fed, briefly holding an enemy tank in place can already be valuable. If you chase the enemy backline and expose your own carry, the fight can fall apart regardless of how many walls you have.
In teamfights, aim to use the first wall to draw out mobility and the next one to restrict targets that no longer have a way out. If the enemy comp can destroy walls quickly, spread out your placement to force them to switch targets instead of stacking walls in one spot. When blocking a passage near an objective, check that your minions and attacking allies have arrived before continuing the pressure.
## Enemy and Allied Comps
Terrain denial is difficult for melee champions with little mobility, but don’t expect the same results against enemies who can cross walls or attack from outside them with long range. Against opponents who can remove walls with fast basic attacks, don’t overestimate the first wall’s survival time.
Allied AoE damage and sustained ranged DPS make it easy to turn Yorick’s terrain into real damage. Allies can pass through Yorick’s walls. Rather than assuming your team’s path will be blocked, place them based on the distance your allies need to reach the trapped enemy in time. Isolating an enemy beyond the distance your team can cover is not a valid engage.
## Common Mistakes
1. Treating Grand Magister as a full skill reset and walking forward assuming the next W is guaranteed.
2. Placing walls in the exact same spot every time and leaving the enemy’s actual escape route open.
3. Focusing on the number of walls and overlooking your mana or whether the enemy has used their mobility.
4. Trapping an enemy that your summons or allies can’t attack, then trying to finish them alone.
In short: Grand Magister Yorick is about saving the next wall for the spot the enemy will hate most, not using walls as quickly as possible.
Scope of sources: Limited to the original Yorick clip referenced by the title and the Korean augment card. Augments from other champions, builds from separate Yorick games, win-rate guarantees, and unverified purchase orders are not included.
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