Way to make Azir Viable!

Wehrmacht Bunny·10/31/2014, 11:17:16 PM·1 votes·966 views

So I've come up with some ways to make him stronger then he is now, where I think players will actually start playing him more.

Note: I actually don't main him, and haven't played him in a few weeks but reading all the Azir threads have made me think about ways to fix him.

  1. First and foremost, Riot just fix the bugs already. That's one reason he isn't viable.

-Buffs to his Kit!-

Passive- I think it's a great passive, and one of the best in the game but I feel it just doesn't last long enough for such a high cooldown. Even then, when you actually have to use it the enemy team can take it down so easy.

I suggest making his tower deal more damage while scaling off 25% Mana with a base damage of 150 per hit, going to a max of 500 per hit. This would make it pose a threat instead of players just ignoring it like it was a siege minion.

Conquering Sands- This is Azirs main damage, and I think he should have reduced cooldown on this. Instead of it being 10/9/8/7/6, change it to 8/7/6/5/4. This will allow Azir to actually pose a threat in a 1v1 or 2v3. The massive cooldown just makes it so a person takes the hit, then bum rushes Azir while Azir tries to book it out of there.

Arise- I've always had a problem with this ability. It's not the command range, or the damage but rather the length of time the soldier actually stays alive. Currently it's 9/9/9/9/9, and to summon one early/mid game takes so much mana that you shouldn't summon it at all unless of emergency or your opponant is low on health.

I suggest bringing the time up to 15/15/15/15/15. This would make it worth while after the amount of mana spent on it.

Shift Sands- Honestly, if they were to just remove this ability and replace it with another one I would be happier.

My suggestion for this is to completely remove it, then give Azir something like Zeds shadow but instead Azir disapears into the ground, then arises up 450 range away. This would give him a surprise spell and an escape spell. The trade off is, it would have a 1 second delay, something similar to twisted fates R.

Emperors Divide- Right now this ability has little effect, not only due to the bugs with it but due to the size of the wall. An R that takes 140 seconds to cooldown, and only has 3 soldiers in early game is really garbage. The size of the wall should be 5 soldiers for level 1, then 7 for level 2 then 8 for level 3.

Anivia can get a wall bigger then Azirs and only have a 20 second cooldown on it.


Lastly, I want to talk about Azirs mana. I feel the Mana on Azir is really low, and should be increased. One reason why Azir is really bad early and mid game is because his abilities require too much mana, and Azir has too little mana. I suggest giving him a major mana increase because he relies on resurrecting soldiers to do his damage. Soldiers that don't have hit points, and don't move so you have to constantly summon them which takes a lot of mana.

Thanks for reading everyone!

4 Comments

killd0zer10/31/2014, 11:28:28 PM2 votes

"15 seconds"

You're joking right?

Lord Dusteon10/31/2014, 11:23:59 PM1 votes

Hint, making someone viable shouldn't be done by making them extremely OP. You just made his main soldier repositioning tool (on a champion that both needs and builds max cooldown reduction) 2 seconds shorter, increased his soldier up time to 15 (because he should be able to harass you endlessly with 4+ soldiers, right?), got rid of his escape/iniation for a shitty mini TF ult, and then extremely buffed his wall.

Notice that Azir uses his soldiers for damage. Notice now that you just gave him basically permanent uptime on his Q and 3-4 soldiers at all times. You see the problem yet?