The Azir Fantasy Reworked

Vęrtęx·5/31/2017, 3:10:46 PM·14 votes·1,938 views

Hello all,

I would like to express my opinion about azir's mini-rework coming upon us and what they could do to satisfy both the Azir players (Myself) and playing against.

First off Azir should be about do doing DPS, not instabursting squishies with a q. This is an unhealthy interaction that many players feel is not fair to play against. Shifting power from the Q to the W (Soldier autos) would take away lots of the poke and burst side of Azir and adding to what Azir is supposed to be, DPS. The Q should be a lot like LeBlanc's W (After the nerfs). She uses her W to reposition instead of damage. Counterplay = staying away from Azir's soldiers negates his damage since his Q is not a nuker anymore.

Azir's current passive is utilized much more in pro play than in solo queue. It is a source of power that in my opinion does not need to be there and provides too much utility considering what Azir has in his 4 abilities when they chain together. I would recommend moving the attack speed passive on the W to the passive slot or get a cd reduction on his Q everytime he lands a soldier auto to free up power to keep his abilities. The counterplay = can't reposition his soldiers if he does not auto with them vs mobile champs who jump on him, therefore no damage.

I have an idea to further distinguish Azir. Much like Ahri's Q ms boost, Azir could get a small ms boost when attacking with a soldier to help with his dueling. Azir should be about a DPS kiting mage. People complain that Ahri should get a ms boost when she hits an enemy with a q and so I am taking a lesson from the player base and applying it here. I would love to see this as it would create the play style of autoattacking with soldiers to help dodge abilities when dueling. The counterplay = Can't get the ms buff vs mobile champs who dodge his soldiers with the mobility. Once again, Azir will suffer against champions with mobility to dash out of his soldiers. Some examples Ahri, Leblanc, Ekko, Fizz, Katarina. Champions who he does now and would have an even harder time due to him not being able to poke for massive amounts of damage with Q from a safe range.

I would like to state how important it is for Azir to keep his 4 main abilities to me as an Azir player. Those abilities are what makes him fun to play. It his identity and it would be very disappointing to see a different ability.

My goal is to maintain Azir's kit for the most part, but add more counterplay to him.

Thank you for your time and please leave your opinions. GLHF all when on the rift!

27 Comments

imma right click5/31/2017, 4:08:17 PM5 votes

I fell in love with this post. As a fellow Azer main I really want to see his core abilities remain intact. Not a better feeling then shifting and scooping, part of the reason I fell in love with this champ in the first place. Changing his passive is definitely a step in the right direction, as the utility and mere sieging power it provides is simply too strong. GL on the rift fellow AZER main, and remember to always HF :))

IPromiseTomorrow5/31/2017, 4:21:02 PM3 votes

These changes sound good abs I would to have to have them Azir is my only M7 Main and these changes you've made keep his identity and mobility.

Also what I like about these changes is he could be the first APC in notlane with a more attackspeed orientated kit. I would enjoy that welcomingly.

Hay5eed5/31/2017, 10:54:55 PM2 votes

This is exactly what a lot of people (myself included) have been calling for.

Take the weird burst damage from his Q and put the majority of his damage on his soldier autos.

I think giving him a burst of movespeed towards his soldiers would be cool though. It allows mobile champs to dive him and do some damage, but doesn't leave him too screwed because he might be able to run to soldiers and kite around them. Just a thought.

Messaiga5/31/2017, 9:02:47 PM2 votes

I agree with the general sentiment of this post. I don't know if I would enjoy an Azir with different abilities as much as I enjoy him currently. If they ever happen to change his basic kit I know there will be something missing from the character that makes him so god damn fun.

However, I do still like the tower passive. It's really nice for sieges and works nicely in the mid-game to deter enemy assassins and fighters from diving.
It is stronger in pro play than in a solo queue environment, this is true, but I think that's okay. His main issue is the obscene and reliable poke his Q allows. His poke is almost always available, is difficult to avoid, and has incredible scaling with AP. To top it off, Thunderlord's Decree adds additional damage and is easy to activate. Hell, recently the Luden's Echo build has emerged to be strong because of how it easily it can proc thunderlord's decree. At one item you can half health most enemy laners with a simple Q -> AA.

I think a power shift from his Q burst to his W's DPS (perhaps additional soldiers beyond the 1st inflict more damage than the current 25%, rewarding Azir to sacrifice his E's safety for more damage) will be one of the main focuses of any work on Azir. Other than that, I like that as a battlemage/marksman hybrid champion, he relies on his range, Shifting Sands, and Emperor's Divide as his safety tools rather than raw durability.

Some argue that the Shurima Shuffle (E -> Q -> R) is a trait of Azir which makes him hard to balance, but I'm more inclined to believe that his oppressive and reliable poke is the biggest reason for his difficult-to-balance nature. I'm very skeptical of any changes to Azir's kit at this point in time, but I am hopeful they'll change him properly and for the better.

Tract6/1/2017, 1:16:22 PM1 votes

As an Azir main, I don't like it. His fantasy is a general/commander, controlling his army in a war, or smaller skirmishes, while vulnerable to a focused attack unless his few backup plans are available.

I agree that he should keep his absolutes and especially the shurima shuffle, but I don't know if a dodge style fits his fantasy.

Tengrichan6/1/2017, 2:15:30 PM1 votes

https://boards.na.leagueoflegends.com/en/c/gameplay-balance/y86E1boc-riot-azir-rework-suggestionsideas I think my thread is relevant again...Try to give it a read if you have some time.

Adding to my ideas: Her ulti should be an actual wall that pushes everything along its way rather than just the enemy.Yes this means allies and pets and everything. This would create an interesting situation when to use it and where cause it could cause some serious issues in teamfights if used badly.

Other thing is limiting the number of soldiers to one would be a problem(only mention it because it could be an option) and would make him very similar to Orianna as his soldier would function quite similar to Orianna's ball even though his soldier would disappear after a time.

TyrekGoldenspear6/1/2017, 6:06:23 PM1 votes

As an Azir main I love what you have here. +1 and hope we get on the pbe during the Azir rework patch

Doozku6/2/2017, 2:56:46 PM1 votes

I still think that his E needs to be changed heavily, and or the shrooms shuffle removed. That might be too much for Azir mains, so instead they could nerf the ranges on his soldiers heavily, to make him into a battle mage, but keep his play making power.

AirKingNeo5/31/2017, 5:50:10 PM1 votes

Except his W autos already deal 60% AP ratio.

Troll for Trump5/31/2017, 11:56:56 PM1 votes

OK a dps bursty kite mage will lead to the same problems with all skirmishers; just unfun to play against.

It's not as bursty as true mages, obviously, but it still chunks you, just slightly over time. That + mobility is cancer

Rengooo6/1/2017, 12:59:44 PM1 votes

His ult likely needs some work as well.. Whilst its a cool ability with lots of cool interactions, it doesn't fit very well with a high dps champ, its to much of a get out of gail free card, which should be on more of a zoning aoe mage kind of champ.

Maybe make ot so thay the wall doesn't stay? It just goes out and knocks everyone back then disappears?