State of Azir, and future thoughts

EcchiOtakuTM·5/31/2017, 4:55:47 PM·1 votes·246 views

I'll keep it to the point as possible.

His current kit even after the nerfs does feel good but there are some stuff I think could be slightly tuned to help until an eventual rework comes.

  1. His attack-move pattern doesn't always include his range of soldiers making it very awful to try and use when outside his basic attack range sometimes.

  2. Sometimes if the main target dies the soldier does no damage to surrounding targets?

  3. Ivern does not include azir's soldiers as his attack range(thus force him into danger if he tries to use soldiers on a snared target by ivern)

If those were checked and fix, I feel azir would be a bit better to play with currently.

Now for the thought of the future, I do think a rework could be cool if one of the following directions were taken:

Azir's entire kit stays in tact except ulti, ulti would instead of a wall, send out 20 soldiers in a 5x4 area, azir's E has reduced CD while they are up.

or

Soldiers change to attack nearby units automatically, Q summons a charging soldier in addition to moving nearby soldiers however Q's burst damage is removed for a utility effect, although this change will reduce azir's ranged zoning potential since his AA is who they mainly focus, everything else stays intact

or

Azir's W becomes his ulti, low CD, available from level 1(with rank ups at 6/11/16), then alter azir's base skills and passive with that in vision since he's sand soldier dependent

or

Azir's passive becomes emperor's divide with far less burst, can be destroyed but now can do 1/4-1/2 of sand soldier damage, and ulti is still reworked to something else.

IMO reason why azir can be problematic if bugs were fully fixed and he were strong again, is his range, heavy dps, and on top of that how much uses his ulti has. I do think if he were to lose his ulti and be more dps mage, he'd be easier to balance since there wouldn't be this huge tool which can drastically alter the battlefield depending on how you use it. And has some of the best self peeling on a DPS character aside from maybe trist.

Change 1 would keep him a dps, artillery mage, but you have to play more around using E to stay safe while you tear through the enemy team. E could probably see buffs too due to the removal of the wall.

Change 2 would still keep everything about azir, but without the AS requirement, making it less predictable how much damage azir pumps out and better for balance, playing him feels smoother, and facing him you can estimate his output a bit better.

Change 3 would most likely remove more safety than even change 1, and even dps than change 2, but it's still debatable depending on how it goes.

Change 4 would lower how many different things azir could do for just one, dps and a self-peel when it's off CD. Since it's a pretty large self-peel it's CD would be similar to revive passives, and it will always shove enemies toward their nexus

I do not think I'm absolutely right on everything and thus would like feedback, but I do think some bugs need to be fixed are long overdue since a rework doesn't finish in a short amount of time.

2 Comments

SirTeemoMushroom5/31/2017, 5:11:29 PM1 votes

the fact that azir has triple farm range because of his soldiers.. so pretty much you can't get close to him at all with his soldiers up is good . so..you either play a champion with a dash (yasuo etc..) or you wait for ganks .. plus his soldiers deal more than a usual's champions skills at early game