Azir Rework Idea

Meep Man··16 votes·1,624 views

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 Divide Sandstorm 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.

36 Comments

Joes5 votes

So no shurmia shuffle? sorry I already dont like it. :(

Meep Man2 votes

The Shuriman Shuffle is something Azir needs to have removed if he wants to continue on. It makes him both a poke/zone character AND a potential initiator and that just can't stand to stay since having too much if why Azir is the way he is.

Kharn Skyshatter3 votes

Prefer this than a battle mage concept. To me he was mainly an attack speed zone control mage. Although instead of armor being touched perhaps increase his attack speed per level.

Meep Man1 votes

I think Azir already has enough attack speed with the 60% increase from his W giving him a total of 85.5% gained naturally, equaling out to 5.04% per level which is the largest in the game. Anymore attack speed and he might just ignore building any attack speed.

Skias1 votes

[{quoted}](name=God of Chicken,realm=NA,application-id=3ErqAdtq,discussion-id=PavLs36q,comment-id=00020000,timestamp=2016-12-13T18:51:42.594+0000)

I think Azir already has enough attack speed with the 60% increase from his W giving him a total of 85.5% gained naturally, equaling out to 5.04% per level which is the largest in the game. Anymore attack speed and he might just ignore building any attack speed.

No Shurima Shuffle, no dice for me. By far the most satisfying part of his kit. I'd actually enjoy him more if he was more durable and could shove people around more often.

Meep Man1 votes

I would rather shift satisfaction away from the one thing that transforms Azir from "Emperor Guy Who Can Summon an Army to Serve Him" to "Emperor Guy Who Can Summon an Army to Serve Him AND Initiate For His Team". It kind of draws away from the fantasy of his gameplay that Azir himself shouldn't be doing so much and that getting to him past his Sand Soldiers makes him weak since it gives him purpose to dive into the enemy team himself and gives him one of the strongest self-peels in the game.

Skias1 votes

[{quoted}](name=God of Chicken,realm=NA,application-id=3ErqAdtq,discussion-id=PavLs36q,comment-id=0002000000000000,timestamp=2016-12-16T21:21:24.723+0000)

I would rather shift satisfaction away from the one thing that transforms Azir from "Emperor Guy Who Can Summon an Army to Serve Him" to "Emperor Guy Who Can Summon an Army to Serve Him AND Initiate For His Team". It kind of draws away from the fantasy of his gameplay that Azir himself shouldn't be doing so much and that getting to him past his Sand Soldiers makes him weak since it gives him purpose to dive into the enemy team himself and gives him one of the strongest self-peels in the game.

I would rather him not be reduced to an immobile poke bot. We have plenty of champions that do that already. Shurima Shuffle is engaging and fun to do. Mindlessly moving soldiers onto my enemies for 45m does not sound fun at all.

LostFr0st1 votes

With Q and E getting their damage removed, and soldiers still unable to proc on-hits (I'm assuming that since I didn't see note of it anywhere; not that I think they should be able to) I'm guessing he needs to move within auto range to proc T-lords? I like that you added 25 base range for this.

I'll be back to go through it with more detail later.^^

Meep Man1 votes

Yeah, I have a feeling he might need some buffs, but I wanted feedback first so it didn't come off too big so to speak. 575 attack range might be necassery.

LostFr0st1 votes

nah I think 550 is good. 25 range can be huge. I just can't go through it with a fine tooth comb atm. I will though, promise :)

Meep Man1 votes

Ah, ok, well I eagerly await any feedback you will have! Thank you! :)

LostFr0st3 votes

[{quoted}](name=God of Chicken,realm=NA,application-id=3ErqAdtq,discussion-id=PavLs36q,comment-id=,timestamp=2016-12-13T14:40:40.267+0000)

  • Base Movement Speed increased to 330 from 325
  • Base Attack Range increased to 550 from 525 Passive: Shurima's legacy
  • Now causes each shot fired by the tower to drain 4% of its 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

This means the tower can fire 25 shots max; more than half of those shots would be used if a single minion wave gets to the tower, assuming Azir tanks all of the minions and none of that damage hits the tower. This is why the tower is setup as it is on live with a scaling health and resists amount when Azir is nearby.

Q- Conquering Sands

  • 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

I like how moving the soldiers basically transmits some power into them and adds to their duration so that Azir can then get a couple autos in. I also like that you though ahead and made the increased duration 1.25 seconds so that Azirs don't kepp soldiers alive forever by spamming Q. Is the cast range on Q unchanged? With a cd of 3 seconds at max rank Azir will have a near constant threat radius of 875. Not a bad thing necessarily (makes him like Heimer). Just keep that in mind for later on.

W- Arise!

  • 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)

Not much to say about this ability; seems pretty straightforward. I'm a bit worried about how strong his early push will be with the double-autos (him+soldiers if he's in range).

REWORKED E- Shifting Sands

  • Upon using this ability, Azir's or the Sand Soldier called's next basic attack will briefly reduce their target's attack speed by 25/27.5/30/32.5/35% for 2.5 seconds. This can only happen on the same target once every 18/17/16/15/14 seconds (reduced by cool down reduction).
  • Shield: 80/120/160/200/240 (+15% bonus health) -> 70/110/150/190/230 (+45% AP)
  • Cool Down: 19/18/17/16/15 seconds -> 4/3.5/3/2.5/2 seconds
  • The shield for this ability cannot be applied to Azir more than once every 18/17/16/15/14 seconds (reduced by cool down reduction)
  • Mana Cost: 60 mana -> 50 mana

As a midlaner, I don't see why his E would have an attspd slow. It just doesn't fit. I think the cd is way too low for the safety the barrier brings; there's no real tradeoff for risk for using the empowered auto. At the same time, the barrier probably needs to be on the same cd as the ability otherwise Azir players can't/won't rely on it for safety since they'd have to watch their debuff bar.

Sidenote: Since you've restricted Q's soldier distance movement, you could actually keep a version of shift here if you wanted to. (While barrier is still there Azir can activate Q to move with the soldier; bursting the barrier would disable that, like how Skarner loses his MS when his shield pops) The problem with the current shift was that it has a crazy effective range for good Azirs on a near-instant activation time with practice, you've stopped that with the rest of the kit changes; the insec is also gone with the changed ultimate.

REWORKED Ultimate Emperor's Divide Sandstorm 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

May I ask why it needs to be global? Is it like Kled ultimate? I think its a really cool ability and I like how it works with the rest of his revamped kit. It also gives the enemies a very obvious threat range. The cdr being tied to where the soldiers end might end up a problem when comparing different levels of play since skilled opponents will nearly instantly vacate the area.


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. 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.

Yup, it was awkward when it happened.

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.

I don't think it needs to be a blink, that will confuse enemies as to what exactly happened; the call for help could just have a summon range and a min/max travel speed (like Gragas barrel). Or, you could have the soldier dissolve differently and the sand travel back to Azir to physically form the shield.

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. December 13th, 2016 1:57 PM EST

  • Base Armor reduced to 22 from 23
  • Shield: 60

Sorry for the late reply, needed to finish work^^

Meep Man1 votes

Thank you for the feedback, I will be making changes based on this. Now, to answer:

May I ask why it needs to be global? Is it like Kled ultimate?

I think it would feel awkward to use if it wasn't global, especially since Azir is a Middle Lane champion. I would say a fairly common use of this would be to use it to enter Middle Lane with flare, so it seems awkward to me to make it limited range, especially considering it's slow speed and low impact from the projectile itself. The main strength is the sand trail, so allowing Azir to potentially roam to a wanted position on the map by using this in the direction of said position. BASICALLY, it's global because it would be too weak and a little awkward if it wasn't global. At the same time if it was restricted to a limited range and buffed in other areas, it might make the large nature of the projectile make the ability simply become a hard to dodge, burst of damage and turn the ability itself into more of a combat ability rather than a large performance enhancing one like intended.

EDIT: Changes have been made. I'm investigating potential ways that I can insert your E+Q movement option for Azir since his shield has more counterplay now since it isn't instant. Still want getting to Azir to punish him though so going to continue to think of a way to give Azir some limited mobility without breaking away his intended huge weakness. Might take a while, but I will be looking into it.

LostFr0st1 votes

That makes sense.

What I'm mulling over is that Azir's turret suggests he should camp a region, and during a fight he'll have a territory through the nature of his kit. If the projectile is so slow, the enemies will have an easy time picking off Azir since they know where he has to be if he wants max payoff so soon ahead of time.

Also, maybe Azir doesn't want to run it down mid into their nexus during a 1v1, or during a Dragon fight follow his ult down to bot lane. It very much seems like a zone control instead of a roam ability since it empowers his kit instead of being a fire and forget skill-shot roam.

I think a projectile that slow should be able to be moved/adjusted otherwise he'll be really crappy at higher skill levels. Think Viktor R here, but larger and with pockets in it, almost like Sol but a checker board or smething with waves in it, that has blank space the opponents can run into. Just a thought, of course. Hopefully it makes you think of something cool.

TyrekGoldenspear1 votes

This looks very good.

For a while when I stopped playing Azir I knew that his E or R had to go for him to be buffed back, and I like the overall direction you took.

This way Azir is a long range emperor who commands his soldiers from afar, and can even call them back to aid him.

My only problem is that now Azir would have 0 peel and 0 CC save for an ult. Maybe a soldier returning to him via his E can do a stun on it's first attack, giving his some room to escape?

Meep Man1 votes

I think that might need to be a weakness you have to build around so that apporaching and getting to Azir is the clear path to defeating him. Rylai's and Zhonya's are items he can build.

I'm not certain myself though. It's hard to find the right balance between too little and too much after having too much.

TyrekGoldenspear1 votes

Yeah, but I can already see dozens of Azirs channeling their ult after being jumped on and dying because of honed reflexes lol.

A personal Idea I had for Azir's E would be to have it summon a different type of soldier on a charge system like his W, these are his shield soldiers.

You can't move them or anything, they will follow Azir around. If an enemy gets too close they'll charge them, dealing small damage and knocking them back. The more shield soldiers out you have, the farther the knockback, but they recharge slowly to prevent being untouchable. Whether you have 1 out or all 3, they will all charge the one enemy that gets too close.

Meep Man1 votes

I'd rather his E use his Sand Soldier so his offensive and defensive capabilties are tied to the same resource system. I would much rather have a stun attack than an auto knockback system since that would him stupidly hard to gank early on. Having multiple units to keep track of just makes Azir harder than he already is. Plus, seems too similar in concept to Poppy W.

EDIT: I went halfway since I think hard crowd control isn't something Azir should have due to the intense damage he can put out on disabled targets. Instead, I have his E apply a brief attack speed slow and buffed the shield value a little.

Rockm Sockm1 votes

I appreciate your love of Azir and the time you put into this.

Passive tower- remove. This is a tool riot uses to waste Azir power budget and make people think they are getting buffs. If regular turrets are garbage past 3, which as is an Azir turret?

Q- He needs this to survive lane. The poke damage is half his kit. It is what keeps mages from blowing you up and melee from thinking twice about pounding your face. Without it, he has to stand under tower yo farm against every match up. Most importantly,no damage on Q means no Thunderlord or Rylai proc to get an auto in.

W- remove cd and mana cost if you remove Q damage.

E- I never cared for E but it felt fun. I mainly used it to continue fights. It was always very unreliable in escaping a gank. I like your idea. If you remove R you could have E summon two shield soldiers that stop movement but don't knock back.

R- This is the only thing that keeps Azir alive. You cant remove E dash AND R. He will become a worthless glorified ward. It us also entirely unique to him and still gives him that flashy play. Do you know how great it feels to knock that Zac out of the air who dove me from nowhere?

I don't know how you think he could push with your changes. He couldn't even safely leave base. He is suppose to be a mid to late game monster but I don't see the helping.

He was already dumpstered by Riot and then they set his course on fire with the Rylai Nerf.

Divewing1 votes

His Q is what's broken him. That early poke is broken because he SHOULD be weak early. You can't have your cake and eat it too, if he's to be a battle Mage his W is changed, if he's to be a late-game monster, Q should take the hit. I personally think Q should get hit since the Shuriman Shuffle is a combo thing, not a damage thing, so hitting Q will only hurt his early game poke/burst (which he wasn't supposed to have).

Rockm Sockm1 votes

{quoted}

His Q is what's broken him. That early poke is broken because he SHOULD be weak early. You can't have your cake and eat it too, if he's to be a battle Mage his W is changed, if he's to be a late-game monster, Q should take the hit. I personally think Q should get hit since the Shuriman Shuffle is a combo thing, not a damage thing, so hitting Q will only hurt his early game poke/burst (which he wasn't supposed to have).

So, tell us how he survives lane without Q poke?

What stops anyone at all from walking up and killing you?

Azir must remain stationary whole time he autos. If Q does zero damage they now have three full seconds to blow you up before they even have to worry.

With his current set up, if you land Q you get maybe 1 auto against a non terrible laner.

Azir takes Thunderlord to survive lane, not because it's a good Keystones. You basically are saying should farm from 5 feet behind his turret.

This isn't release Azir, his poke was the first thing they gutted long ago.

Divewing1 votes

Cute joke. Between the buffs it's bad and the nerfs everywhere else, the Q is the least nerfed ability he has.

Skias1 votes

[{quoted}](name=Rockm Sockm,realm=NA,application-id=3ErqAdtq,discussion-id=PavLs36q,comment-id=000400000000,timestamp=2016-12-14T11:57:47.884+0000)

So, tell us how he survives lane without Q poke?

What stops anyone at all from walking up and killing you?

Azir must remain stationary whole time he autos. If Q does zero damage they now have three full seconds to blow you up before they even have to worry.

With his current set up, if you land Q you get maybe 1 auto against a non terrible laner.

Azir takes Thunderlord to survive lane, not because it's a good Keystones. You basically are saying should farm from 5 feet behind his turret.

This isn't release Azir, his poke was the first thing they gutted long ago.

This proposed build means he is also even slower and can't peel for himself. He also can't actually kill anything because they walk away from him, since Rylais is frozen garbage.

AcidTheWarlock1 votes

It would be interesting if the soldiers would be able to apply on-hit effects like Nashor's, but I don't see how that could be added.

Maybe less AS, or longer CD for charges? I don't know.

Just an idea.

HazyCloud71 votes

I like the W/Q changes a lot. Shifts focus to DPS rather than burst. Not sure how I feel about the ult change.

Teridax681 votes

I like the Q/W changes, and disagree somewhat with the E/R changes, but all in all this is an excellent post, with good analysis behind it. While I think Azir should keep his current ult (he's all about rebuilding his empire out of stand, not creating chaotic sandstorms), I agree that he should not have mobility, and that his E should instead be some other kind of utility/CC move. I also agree that he should not have poke, and removing the damage from his Q would help immensely towards that.

Meep Man2 votes

It's kind of like pulling a Band-Aid off to be honest. I wanted to remove all trace of the old "Shuriman Shuffle" since, while it's name is amazing, it just made Azir too multi-purpose.

Skias1 votes

[{quoted}](name=God of Chicken,realm=NA,application-id=3ErqAdtq,discussion-id=PavLs36q,comment-id=00070000,timestamp=2016-12-16T21:18:00.224+0000)

It's kind of like pulling a Band-Aid off to be honest. I wanted to remove all trace of the old "Shuriman Shuffle" since, while it's name is amazing, it just made Azir too multi-purpose.

Then, I can't get behind your changes for him. It sounds boring. Thematic or not, Shurima Shuffle is fun. Gameplay has to be fun. You want him to be this immobile thing that pokes and CCs like morgana. That doesn't sounds fun to me as an Azir player.

Arakadia1 votes

E feels too much like Ori imho but I like the rest. His current ult is nice too

Meep Man2 votes

Similar, but in practice, Ori's shield is much more defensive and supportive in nature while Azir's is more defensive with offensive capabilities.

nlong1 votes

What if the sandstorm worked like a Nami wave? It could knock people away from it so he still has the ability to divide a team. The range would have to be nerfed from global but it could still work with the leaving sand part

Meep Man2 votes

In order for Azir's main strength to be within his Sand Soldiers, his ultimate can't have too much damage or CC in the initial impact effect since otherwise it competes with his Sand Soldiers for a spotlight. In a similar sense to what Meddler said about Yorick, we have tons of champions who can divide a team, but only one Sand Soldier Emperor.

warpenguin5551 votes

honestly looks good on paper

Meep Man1 votes

I made some changes, so I hope you still think the same. If not, further changes will be required (and are planned still).

LostFr0st1 votes

[{quoted}](name=God of Chicken,realm=NA,application-id=3ErqAdtq,discussion-id=PavLs36q,comment-id=,timestamp=2016-12-13T14:40:40.267+0000) 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)

Got it. Yeah, we can use the current soldier dissolve/ forming animations for this with the current tether particle between. That way its also clear that the soldier can't attack mid-blink.

  • 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)

I'm going to assume you kept the lockout effect on the same champ being hit by the enhanced auto (now a silence, which would fit an emperor). I don't think you need the shields to stack that much, only refresh or move the stack number way down; even then I think 1 shield or maybe 1 refresh is enough.

Otherwise it makes players think they should spam E, and it'll noob trap Azirs into moving all their forces to themselves and dying since the lockout silence per champ means they shouldn't spam the ability.

He has a lot to think about already (so do opponents) and making so many soldiers teleport will have lots of visual clutter.

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.

Mystic Falco1 votes

God of Chicken, I like this. This is a good approach on the issue of Azir, and you've addressed the fact that his current kit had way too many tools. Personally I would keep his E, but that's because I think of Azir as chess master. To me it feels right to have pieces moving all over the place, even the king. http://boards.na.leagueoflegends.com/en/c/gameplay-balance/5GoFFycP-regarding-the-azir-rework

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