Making Azir Viable again
Since his release Azir
has been either completely broken or absolute garbage.
I think these changes can make him viable and balanced.
-His W: Currently: Stores up to 2 sand soldiers. Passive: grants bonus attack speed.(20/30/40/50/60). Active: summons sand soldiers that can attack at Azir auto speed.
New Could be:
Stores up to 2 sand soldiers.
Passive: grants bonus attack speed.(10/15/20/25/30).
And Soldiers can apply on-hit effects such as: Nashor's tooth
, Lichbane
or Wits end
To balance out the damage in the late-game the scaling on his w can be lowered and the late-game base damage.
Active: Summons sand soldiers that can attack at Azir attack speed.
A slight summon range increase could be possible for the next change.
-His E: Currently: Active: Dashes to one of his sand soldiers and does magic damage to enemies hit, stops at enemy champion granting a shield. (While Dashing can use Q to move soldiers further)
New Could Be:
Active Dashes to one of his sand soldiers and becomes cc-immune during the dash, on impact with enemy champion grants 20% bonus attack speed for (1/1.5/1.5/2/2) seconds.
(CANNOT use Q while dashing)
So When using e onto and enemy in the early game, he can only attack once or twice with the bonus attack speed.
And in the late game the dash gives him power to flank the enemies to ult while giving him a cc immune While still still taking damage.
Only problem with these changes would be that Azir
would have to buy Nashors tooth
every game in order to deal damage.