What exactly is Azir and how can a Melee play against him?
Why is Azir allowed to be an anti melee anti diver high safety hypercarry long range mage? Playing any melee champion with a reasonable amount of gap closers, I will use Diana as an example, means you are completely fucked. You will get bullied out of lane from level 1 to level 6 (alright, thats normal) and after you got your R which finally gives you some way of getting on top of him he still counters you because a)His ult is a free disengage that either knocks you back from him or into his turret, b)he can farm with his soldiers from a range that is higher then your QR combo (which you need to engage on him because of a and c) or c) he just dashes away to a soldier, putting him outside of your own range or he can just d)flash away when none of the other options are available. So even if you somehow managed to get on top of him, force him to use his R and then get onto him again thanks to your R reset he still gets away safely. And following this he is stronger in every single stage of the game and at a 3 item point with Ludens, Nashors, Rylai it is completely impossible to fight him. Either he engages on you and perma slows you with soldiers or you engage on him, he dashes away and then perma slows and kites you.
Tldr: What is a melee champion without 20 dashes and or blinks supposed to do against him? And dont say "wait for jungle ganks" since all of his escapes work against those too and we dont have a high range cc jungler every game to just lock him down.