Could someone explain why Azir has a dash?
Balancing a game like League of Legends is a seriously hard job. Even when Riot's design/balance decisions don't work out, I can usually understand the thought process behind them. That being said, I simply cannot fathom the rationale for giving Azir a dash.
He has among the highest effective range of any champion in the game. He has an extremely low cooldown slow. His ult not only knocks targets back, it then walls off the area, and it cannot be dashed over. He can make turrets with his passive, which gives him one more way to hunker down and avoid melee aggression.
And on top of all of this, he has a dash with a potentially massive range, that he can slightly alter the course of mid flight.
Melee vs. ranged balance has been a hot topic recently. People have been complaining for months that low mobility melees are getting boxed out of the game. In this atmosphere, Riot released a champion that feels like he was designed to be as immune to melee aggression as a champion can possibly be, without straight-up having a passive that reads "cannot be targeted by melee range auto attacks." Even melees with dashes have an extremely hard time ever interacting with this guy.
I ban Azir every game. Not because I think he's wildly overpowered. Not because I think that I can't win against a team that has Azir. But because he's so annoying to play against. It's amazing how hard an Azir has to screw up to take damage from any source with lower than 700 range.
It feels like we are just coming out of the Ziggs meta. Everyone was complaining about how frustrating it was to play against a champion with such strong long range poke and disengage. Now we have Azir--a champion who is much, much harder to engage on than Ziggs ever was (although he does have slightly less strong poke/wave clear).
I'm sure it's going to be possible to balance Azir. He might already be balanced... I don't have strong opinions on his holistic power level. But I cannot imagine how Riot is going to manage to make him fun to play against.
or 
(for making your sand soldiers hit harder sense your 1st item can give you just enough attack speed for now)
[3.]
(Attack Speed, some AP, and to max out your Cool-Down)
[4.]
(Gotta go fast)
[5.]
(For that massive AP boost and if you get in a sketchy situation)
[6.]
(And just an item to play it safe sense you are OP at this point. You gain some HP, AP, allies get a small buff, and can promote a minion for that little extra push)
or
if you are against someone who you feel will out bully you.
, this puts you at 40% CDR with the mastery and saves you from having to buy
, the
, the mid lane mage without mobility who everyone promptly forgot until he showed up bot lane.
Just play