Azir Rework Idea
Base Stats
- Base Health increased to 545 from 524
- Base Health Regen. "increased" to 7 from 6.92
- Base Mana increased to 380 from 350.56
- Base Mana per Level increased to 50 from 42
- Base Mana Regen. increased to 8 from 6
- Base Attack Damage increased to 55 from 52
- Base Attack Damage per Level increased to 3 from 2.8
- Base Armor increased to 22 from 19
- Base Armor per Level reduced to 2.8 from 3
- Base Movement Speed increased to 330 from 325
- Base Attack Range increased to 550 from 525
Passive- Shurima's Legacy
- No longer has it's health drained over the duration
- Now causes each shot fired by the tower to drain 3% of it's total health away (cannot reduce the turret below 1% of it's health by itself)
- Automatically self-destructs after 90 seconds Note: Max Duration increased to 90 seconds from 60 seconds
Ability 1- Conquering Sands
- No longer damages or slows enemies the Sand Soldiers pass through
- Cool Down: 10/9/8/7/6 seconds -> 7/6/5/4/3 seconds
- Sand Soldiers cannot move more than 375/425/475/525/575 units per cast
- The remaining duration of Sand Soldiers is increased to 1.25 seconds if the Sand Soldiers have an attackable target in their range after finishing the dash if their remaining duration is below 1.25 seconds
- Mana Cost: 70 -> 20/25/30/35/40
Ability 2- Arise!
- Sand Solider Attack Damage: 50-170 (+60% AP) (-75% damage per other Sand Soldier attacking the same target) -> 40-120 (+40% AP) (-25% damage per other Sand Soldier attacking the same target)
- Sand Soldier Duration: 9 seconds -> 8/8.5/9/9.5/10 seconds
- Recharge Time: 10/9/8/7/6 seconds -> 9/8/7/6/5 seconds
- Max Charges: 2 charges -> 3 charges
- Spawn Range: 450 -> 300
- Azir will now also attack the target with his Sand Soldiers if the target is close enough for Azir to normally attack them Note: If the target is not close enough for Azir to normally attack them, he will not move into range to do so if a Sand Soldier would be able to attack the target
- Sand Soldiers can now attack towers for 60% damage, but Azir must be within the tower's range for them to do so Note: The same damage penalty for multiple Sand Soldiers attacking the same unit happens if multiple Sand Soldiers attack a tower
- Mana Cost: 40 mana -> 30 mana
- Sand Soldiers now display a ring around their feet displaying their remaining duration (similar to proc cool downs)
REWORKED Ability 3- Shifting Sands
- New Function: Instead of Azir moving to the target Sand Soldier, causes the target Sand Soldier to move to Azir and grant him the shield granted by this ability. The shield itself has a higher cool down than this ability. Moving a Sand Soldier to Azir will increase it's remaining duration by 2/2.25/2.5/2.75/3 seconds. This cannot increase the remaining duration of the Sand Soldier to become more than 16 seconds.
- Upon using this ability, Azir's or the Sand Soldier summoned's next basic attack will silence the target for 0.6/0.7/0.8/0.9/1 second(s) and reduce the target's movement speed by 55% for 1.25 seconds. This cannot happen to the same target more than once every 16/15/14/13/12 seconds (reduced by cool down reduction).
- Shield: 80/120/160/200/240 (+15% bonus health) -> 35/45/55/65/75 (+15% AP)
- Cool Down: 19/18/17/16/15 seconds -> 4/3.5/3/2.5/2 seconds
- Repeatingly casting this ability will stack and refresh the shield effect of this ability (4 seconds), stacking up to 5 times (max of 175/225/275/325/375 (+75% AP) shield)
- The Sand Soldier moves to Azir over 0.625 seconds, with the appearance of a stream of sand flying through the air towards Azir. This still acts like a blink, but it is delayed.
- Mana Cost: 60 mana -> 50 mana
REWORKED Ultimate-
Emperor's DivideSandstorm Passive: The duration of Azir's Sand Soldiers is increased by 0.5-3 second(s) (based on level). Active: After channeling for 1 second, Azir unleashes a large sandstorm across the map in the target direction that slowly moves across the map, dealing 150/200/250 (+55% AP) magic damage and slowing enemies it passes through by 30% for 1.5 seconds, and leaving behind a trail of sand that lasts for 4.5 seconds. The cool down of Conquering Sands and Shifting Sands is halved if a Sand Soldier affected by the abilities ends up on the trail of sand after they finish moving. Azir also gains 15% (+3% per 100 AP) increased movement speed and ignores unit collision while on the trail of sand. Cost: 100 mana Cool Down: 145/120/95 seconds Range: Global Sandstorm Width: 750 Sandstorm Speed: 775
The goal of this rework is to limit what Azir can do to zoning and area control through his minions so that he isn't the best at everything when he is at par with everyone else. His base stats have also been adjusted to better suit this new playstyle.
To start with his base stats, they have been modified to compensate the overall damage loss of his kit. For those that don't realize it, Azir's Q and E no longer deal damage in any way and are entirely focused around moving his minions around on the offensive or defensive. Plus, the damage dealt by his ultimate is much less than what it dealt before. Therefore, his base stats received some changes to compensate, mainly to allow him to better survive the early game as well as function in it. His base health and base armor at earlier levels have been buffed to allow him to more easily survive early game. His base attack damage and attack damage per level have been buffed to directly shift the lost damage elsewhere. Next, his base mana, mana per level, and base mana regen. have been buffed to be able to support his new kits intense mana costs that add up as he will be using his Q, W, and E much more often, alongside the mana reductions of his normal kit. Finally, his base movement speed has been slightly buffed to help his lost mobility from his E and his base attack range has been buffed due to the overall reduced range that he can commonly attack at due to the way his new Q works. Next, we have his new Q. Conquering Sands has been changed to entirely revolve around moving Sand Soldiers around, but has been nerfed in many ways while also buffed heavily in the CD department. The ability no longer deals damage to enemies and no longer slows them at all AND can only move Sand Soldiers a limited distance each cast, but the cool down has been reduced by 3 seconds at every rank and the mana cost has been heavily reduced. This way, the ability is much more about repositioning Soldiers by putting them on the offensive. Also, if a Sand Soldier's remaining duration is below 1.25 seconds at the end of the dash, their remaining duration is set to 1.25 seconds. This way we remove the awkward times where Azir commands his Sand Soldiers to dash at an enemy unit, only to find they were about to die and then disappear at the end of the dash. Arise! has been changed a ton, but can basically be summarized in that individual soldiers are weaker at zoning themselves. However, Azir can spawn a lot more Sand Soldiers at once due to the change to their duration, cool down, and the number of charges this ability can hold at once. It is also more effective for multiple Sand Soldiers to attack the same target since there is less of a damage penalty to attacking the same target. Finally, Sand Soldiers can now attack turrets themselves, but Azir himself must be within the tower's range for them to do so. This way, Azir can't just stand outside tower range and poke the tower down without endangering himself. This change itself is a major, major buff to Azir's pushing power, which allows him to create more towers with his Passive, which has been buffed as well. His new E, still named Shifting Sands, has the reverse function of the old Shifting Sands. Instead of causing Azir to dash to the target Sand Soldier, the target Sand Soldier blinks to Azir, causing Azir to gain a shield and extending the remaining duration of the Sand Soldier so that it can protect him. This is a "Call for Help" ability that allows Azir to position his Sand Soldiers far away from him without the limited dash distance of his new Q putting himself at danger since he lost the ability to dash into his own Sand Soldiers, which was incredibly important in making him not good at everything. The shield itself cannot be granted as often as this ability is off cool down, having nearly the same cool down as this ability previously had. The main downside of constantly using this ability is constantly calling Sand Soldiers to help you will drain your mana rather quickly, costing 50 Mana every SOS you send out. Champions who can constantly cause Azir to use this ability can very quickly drain his mana pool. Finally, Azir's old ultimate has been entirely scrapped. Having two self-peel abilities would be rather awkward and make taking on Azir too risky, so his new ultimate is a much more offensive ultimate. After channeling for a short time, Azir calls Shurima upon his enemies by sending a Sandstorm across the map in the target direction. This sandstorm deals moderate damage and slows for a small amount, but, more importantly, leaves behind a sand trail behind it that lasts for a decent bit of time. Azir gains a decent movement speed boost when traveling in the sand trail and the mobility of his Sand Soldiers is VERY heavily increased if they remain in the sand trail after moving via Conquering Sands and Shifting Sands. This also allows Azir to roam a little through the movement speed boost, but it is definitely a secondary strength of the Sandstorm since the sand trail limits where Azir can be at an advantage when moving into a lane for a gank. This ultimate also moves very slowly, so dodging it if you see it coming is fairly easy if Azir isn't near you, upon which it is likely smarter to interrupt the cast then try and dodge it if possible. If the Sandstorm itself wasn't enough to level this ultimate, it also comes with a Passive that extends the duration of Azir's Sand Soldiers for further increased zoning. Additionally, Azir's passive has been changed to only drain it's own health while being assaulted. This still makes it's duration limited and encourages enemies to assault it rather than wait out the storm so to speak. The duration has also been increased by 50% (90 from 60) to further push this goal of enemies wanting to assault the tower by making it drain it's own life rather than just trying to stay away from it until it rather quickly kills itself.
TL;DR This rework focuses on making Azir revolve entirely around controlling the part of the map where he is near through zoning enemies via his Sand Soldiers. The previous Azir could do much more than just poke and zone, making him a balance nightmare. This Azir focuses entirely on poking and zoning enemies, and Azir now has the added power of being a decent pusher if allowed to push.
CHANGE LOG December 13th, 2016 1:57 PM EST
Base Stats
- Base Armor reduced to 22 from 23
E- Shifting Sands
- Shield: 60/100/140/180/220 (+40% AP) -> 70/110/150/190/230 (+45% AP)
- Added an attack speed slow to Azir's or the called Sand Soldier's next basic attack upon using this ability
The aim of these changes is to strengthen Azir's E to make it better at allowing Azir to peel for himself. His E's shield is slightly stronger and it now has an attack speed slow with it, but Azir himself has 1 less armor at Level 1 as slight compensation since he isn't incredibly far off I think.
December 16th, 2016 4:38 PM EST
Passive- Shurima's Legacy
- Self-Damage per Shot reduced to 3% Max Health from 4% Max Health
E- Shifting Sands
- Sand Soldier now blinks to Azir over a 0.625 second delay instead of instantly (The Sand Soldier, Shield, and Enhanced Attack will all appear AFTER the delay once the Sand Soldier appears next to Azir. Cool Down begins upon cast, not once the Sand Soldier appears)
- No longer slows attack speed. Now briefly silences and slows movement speed on the next attack. Cool down of this effect lowered.
- Removed shield effect cool down
- Shield can now stack with itself and be refreshed upon repeated casts, stacking up to 5 times
- Shield Amount reduced to 35/45/55/65/75 (+15% AP) from 70/110/150/190/230 (+45% AP)
These changes were made based on feedback below. Shifting Sands continues to be changed in hope of making it better as a self-peel ability in the Middle Lane, while also being changed for more clarity when it happens for opponents. The Passive has also slightly been buffed. Further changes potentially coming as I think of ways to bring back a little bit of old Azir while making sure NOT to bring back the reason he is how he is currently.