Azir: Conceptually Awesome, Mechanically Atrocious

TheNonMan·5/9/2019, 12:29:36 PM·3 votes·1,471 views

I love this guy. His armor looks cool, he has an an Egyptian-like aesthetic going on like Nasus, he has interesting abilities...

but they're terrible.

Passive: Shurima's Legacy

The Sun Disc is cool and tactically useful, but it decays pretty fast and doesn't have enough health. You might say, "oh well what do you expect, it's a conjurable turret," but when considered in conjunction with how underpowered Azir is, it's pretty annoying. Then there's tanky champions who basically become impervious to turrets in the late game, but I digress.

W: Arise!

This summons sand soldiers. They're not summonable minions like Malzahar's voidlings, but untargetable soldiers.

  • They last 10 seconds.
  • Their summon range is short.
  • They only attack whoever you target, and that target has to be in their range because they won't move on their own.
  • Even when you use Q: Arising Sands (detailed next) to command them to move, they won't automatically target minions or champions they initially hit.
  • The time until they disappear is halved when they're near a turret.
  • These dudes primarily comprise Azir's offensive abilities, and they won't even target turrets. This kind of makes sense, since it prevents you from cheesing a turret's limited range between waves of minions, but I would say it also means their implementation in the game needs to be changed as opposed to just nerfing their utility.
  • Azir has to be near his soldiers to command them in any way

When you compare this to Malhazar's voidlings, you see the glaring differences, despite both of them being squishy casters with poor basic attack range and damage, AND Mally has the advantage of actual offensive abilities outside of his minions.

Q: Conquering Sands

This ability will send currently summoned sand soldiers to a target location, hitting whatever enemies are standing there.

  • Once again, they won't autoattack enemies in range / which are struck by this ability.
  • The range is too short to be useful. The max distance they can travel is twice the range of Arise!, away from Azir himself and not from their current positions.
  • ...you have to then get in basic attack range to make them continue attacking your intended target. Inb4 being obliterated by the person you're trying to kill while trying to get into position, and while your soldiers stand there doing nothing.

A picture is starting to form of an offensively stunted champion who can only benefit from ranged combat, but is forced to fight in close quarters while having to resummon, position, and command his sand soldiers to attack so as to actually be of any use.

E: Shifting Sands

This ability is useless offensively and mostly situational. At best you might be able to use it to escape a fight if you're ontop of your sand soldier microing game.

R: Emperor's Divide

This creates a shield wall that pushes forward a bit, does minor damage, and lasts 3 seconds. That's right baby, this overpowered godliness, which doesn't block that much area and doesn't even leave a bruise, lasts 3 whole seconds, despite everything I've detailed before now.

Riot, I implore you. Azir is cool. Whichever designer or artist conceived him had a very cool idea, and he deserves to be fixed.

8 Comments

ADC Yuumi5/9/2019, 12:56:46 PM4 votes

I feel like Azir needs a small VGU and ability fix ( Like they did to Ezreal ) after Pantheon. I would love to see more for him. I get that he's supposed to be one of LoL's hardest champions to play and master but...

You have three problems:

  • Azir is a hyperlate game carry, meaning he's only on par with Kayle and Nasus. But he's a forced midlaner because he needs all the attention he can get during early and midgame.
  • Azir isn't on par with the damage meta with his abilities. Granted he can dish out some good damage once he has his items, but this is also the meta where most champions have a extreme range burst EzrealLuxYasuo or gimmick move SylasNeekoEkko that can destroy him in a matter of seconds. This is probably not much of a problem in pro play, but anyone putting blood, sweat and tears into maining Azir, ( For example: 1 800 MID LANE. ) suffer this the most trying to climb the ranks.
  • Azir's moves are dated compared to other midlaners. Especially his ultimate and passive. Usually a midlaner has a bonus damage / combo passive which synergies with their kit for more damage, and an ultimate for massive damage to change the outcome of the game. Azir can only really change outcome, but most of the time it's so mild compared to others. Azir's passive could easily be a stacking attack speed passive so he can go on to continue making more AP items, or even adding on to the passive so his manmade towers attack faster, because THAT would be game changing in his favor. As for his ultimate, it could even be more passive for him like a shield for sustainability. What makes Azir's ultimate different from Taliyah R, Jarvan R or Anivia W?
taleofsonata5/9/2019, 12:46:13 PM1 votes

Azir: I'm an emperor of Shurima, I command a huge army and I've built Shurima from the sands. Also Azir: Azir: My base damage is 70

CrazyMonkeyCZ5/9/2019, 12:52:18 PM1 votes

He is balancing on rope and the last players that want him to change his state are his mains, he is true definition of hard champ and that's not bad thing.

You completely missed how he uses his E in way to engage and hit as many ppl or valuable targets with his R and shield as life saver.

Please don't compare mechanical challenge while playing Azir with consciously lossing braincells while playing Malza.

He is mid-long range hypercarry, if you think that Azir is weak, I think you havn't mastered him yet.

TheRakkun5/9/2019, 5:39:29 PM1 votes

I do agree that Azir is in need of a rework, but not for the reasons you say.

When you look at your soldiers, you have to look at them less as "units" akin to Malzahar and more as "damage boost areas". It's akin to creating an AoE in which enemies take more damage.

My issue with him his his passive being thematically cool, but mechanically lackluster, but also unfun if made strong, and his ultimate being the most difficult to balance part of his kit.

His ult has had so much taken away from it over the years and it is STILL one of, if not THE best team initiation tools in the game. If you E into the enemy team and use your ult, you can get a 5-man knock-up/knock-back that's certain to guarantee your team wins the trade.

iiRebs5/9/2019, 9:36:04 PM1 votes

I personally feel that Azir's kit meshes together well. I do agree on the W auto range, but that is balanced that way because of pro play. In my opinion, you understated the importance of his E and Q because they allow him to insec. Insecs open up so much creativity and outplay potential because they can be offensive or defensive. His ult when paired with a well timed insec can instant win team fights. In contrast, his ult can also be crirical to his survival. In my opinion, his turret is also unique because of the pressure it can create on map.

I also wanted to point out that Azir is a champion you can play 1000+ games on and still be far from mastering. This causes his kit to be balanced around high elo and pro play, not low elo. As a result, he has lower damages number. A champion that is balanced like Azir will tend to have a smaller playerbase, which is completely okay.