Azir: Ideas for a New Kit

Stacona··1 votes·203 views

I want to try to do a quick point form for Azir first:

~ Hyper mage-marksman. He is a late game caster, but his damage is still through long range basic attacks through soldiers, damage should be all in sustain damage with zero burst.

~ Needs fluff removed. Azir's on-demand dash makes him too safe in lane, with his fast pushing power, ensures he always gets into late game. He should be weak in the early game and exposed to dying to gank when extended to off-set is very strong late game. Recommend if we keep some kind of form of Shurima Shuffle in his kit to only have the dash on a long cooldown ultimate; that way there is at least a HUGE window to take advantage of Azir if he uses R to escape a gank, creates a greater trade-off for using the most potent spell in a champion's kit in a defensive manner. ~ ~ Shurima Shuffle should be made able to used by all players if left in, helps tune his balancing by allowing everyone to do it.

~ Q should only be about repositioning his soldiers and its damage no more than soldier stab damage. He may need a slow somewhere in his kit, but there is a better way to place it.

~ Of course wall of soldiers should be stuck around. Could even become a new E ability with adjustments to it, synergizing with a new flight R, could be a good way to tone back power and remove fluff.

~ Tower creation is unique, but is it needed? Might be best to remove the sun discs in place for a new passive, you know create something that makes sense on Azir.

~ Azir is an emperor of Shurima! Also a bird...


Attack Range: 600 units from 525 (would not be that significant since soldier attacks are outside his range usually and replace his basic attack; just a readability change for one of my ideas)

Shurima's Legacy (Passive): Range: 600 units When Azir is near his Sand Soldiers they become empowered, granting them 10%(+4% per 100AP) slow for 1 second and causing their attacks to apply on-hit effects.

Sand Soldiers's attacks can critically strike for 0%(+50% per 100AP) increased damage (max 150%) at a 0%(+2.5% per 1% CDR) chance.

Conquering Sands (Q): Cooldown: 10/8.5/7/5.5/4 seconds; Cost: 60/70/80/90/100 mana; Range: 900 units Azir orders his Sand Soldiers to dash to the target location, dealing 70/85/100/115/130(+40%AP) magic damage to enemies they pass through.

Arise! (W): Cooldown: 1.5 seconds; Cost: 25 mana + 1 Sand Soldier; Range: 450 units Passive: Azir stores a Sand Soldier every 10/9/8/7/6 seconds, up to a maximum of 2 at a time. Azir permanently gains 20/30/40/50/60% bonus attack speed.

Active: Azir creates a Sand Soldier at the target location for the next 10 seconds. Its attacks replace Azir's basic attacks and deal 10/15/20/25/30(+100%BaseAD)(+40%AP) magic damage in a line, multiple Sand Soldiers against the same target deal 25% damage beyond the first.

Emperor's Divide (E): Cooldown: 18/17/16/15/14 seconds; Cost: 70 mana Azir summons 3/4/5/6/7 Sand Warriors in the direction he is currently facing for the next 4 seconds, acting as impassable terrain for all units. If an allied champion, Azir, or Conquering Sands moves into Sand Warriors from behind then they move with the unit, pushing enemies the Sand Warriors come in contact with. Sand Warriors stop enemy dashes in the direction they are facing.

Sand Warriors burst into sand upon colliding with terrain. If they force an enemy into terrain they deal 6/7/8/9/10%(+2% per 100AP) of target max health as magic damage and stunning for 1.25 seconds before bursting into sand.

Shifting Sands (R): Cooldown: 160/130/100 seconds; Cost: 100 mana Azir refunds Emperor's Divide's cooldown and begins to fly towards the mouse cursor for the next 2.5/3/3.5 seconds, but cannot attack or take sharp turns while flying. Cannot fly past non-player terrain.

While flying, Azir gains 150/200/250(+100%AP) shield.

Cast Shifting Sands again to end the effect early.


1 Comments

More from Gameplay

More by Stacona