[In Game URGENT] AZIR TOWER DIVE GLITCHt

Trump4Reelection·6/10/2015, 11:30:02 PM·1 votes·515 views

Playing a game a couple days ago, we had an Azir on our team, and we'd just finished an aggressive bottom lane move and killed the enemy Carry. (We were blue side) our Azir wrapped around to the tri-brush near their blue buff, summoned a sand soldier and used his Q to get it in range, while remaining just outside the Tri brush, well out of tower range, I went well past the mage minion wave and started attacking their support. Azir was out of tower range attacking with the sand soldier, and I was right next to the tower auto attacking and casting spells without pulling the turret aggro. It's been a few days, so I can't remember but I believe the turret continued to remain attacking regular minions.

I can't guarantee what parameters were needed to create this issue in the first place, but will give it my best shot at what I can remember from the instance:

  1. Have a minion wave (blue side) push the the enemy (red side) tower with melee and mage minions (I'd say there was probably 2-3 melee and 5-7 mage)

  2. Have Azir summon a sand soldier, and move it into attack position under the opposing tower from out of range

  3. Have a 3rd player attack an enemy champion under tower while Azir's Sand Soldier auto attacks

I've only seen it happen once, but I know Azir didn't pull tower aggro because he walked back out with full HP, and I didn't take any tower shots at all either.

THIS WAS ON PATCH 5.10, so I don't know if anything has changed, like maybe the stopping Azirs soldiers from doing their passive auto motions when they weren't in auto range in 5.11 had any affect on this or not.

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