A Complete Azir Rework ~ with a sand morphing blade-staff that allows TWO sets of abilities!

Freedom Dividend·12/5/2018, 1:49:07 PM·15 votes·8,523 views

Critiques and Discussion Welcome!!

**Azir Rework **


Passive: (same as live) INNATE: Azir places a marker above the ruins of all destroyed turrets outside the enemy base.

DISC OF THE SUN: Azir raises the Sun Disc from the selected marked ruins after a brief delay. The Sun Disc functions like a standard turret but gains (15% AP) bonus attack damage. It also grants Azir any Gold gold it earns. The Sun Disc's health decays over 60 seconds and loses 100 armor if Azir dies or moves too far away.


[R] Blade Mode A bonus of 5/10/15% attack-speed and movement speed for 10 seconds when switching into Blade Mode. Attack range: 200

[Q] Swing your blade in a circle attacking all enemies around you and then slam the blade down infront of you dealing even more damage. Targets struck by both the first and second attack are slowed by 40% for 1 second. Damage: 25/45/65/85/105 (+100 per 100 AD). This damage is therefore dealt twice if the enemies are struck by both the first and second attack. Cooldown: 10 seconds.

[W] Become immune to crowd control effects and gain 12/14/16/18/20% armor penetration for 2/2.5/3/3.5/4 seconds. Does not remove crowd control already applied to you. Cooldown: 30 seconds.

[E] Take a few steps forward, leap into the air for 2 seconds and then land in the selected area knocking up and damaging enemies. You take 10% less damage for 2 seconds after landing. Knock up (1/1.2/1.4/1.6/1.8) seconds. Damage (10/20/30/40/50)+(200 per 100 AD). Cooldown: 24/23/22/21/20 seconds


[R] Staff Mode A bonus of 30/60/90(+10 per 100 AP) shield and 10/25/40 armor and magic resist for 10 seconds when switching into Staff Mode. Attack range: 525

[Q] You and all your sand soldiers call forth a blade of sand that forms above your heads and strikes toward the point of your choosing dealing damage and stunning the enemies struck. Damage: 3%(+1% per 150 AP) of the enemies maximum health in magic damage (can be multiplied by 4 if you and all 3 sand soldiers all hit the enemy) Stun: 1 second Cooldown: 16/15/14/13/12 seconds.

[W] Summon a Sand Soldier for 60 seconds that moves and attacks any target you choose but will not go farther than 1000 units from you. Sand Soldier Health: 20/23/26/29/32% of your maximum health. Sand Soldier Damage: 25% of your total AP with a minimum of 20/35/30/35/40 magic damage. Sand Soldier Attackspeed: 50% of your total attackspeed. Sand Soldier Armor: 50% of your total armor. Sand Soldier Magic Resist: 50% of your total magic resist. You may have up to 3 Sand Soldiers at a time. Cooldown: 30 seconds.

[E] All your sand soldiers alive morph into sand to quickly teleport to you to form a wall infront of you slamming back any opponents and blocking the path through for 3 seconds. During these 3 seconds your sand soldiers cannot take damage. The wall is wider depending on how many soldiers you have alive. Cooldown: 30/28/26/24/22 seconds.

14 Comments

Stróc Dúnmharú12/5/2018, 7:03:47 PM7 votes

No, please don't make Azir into a "form" champion.

SociaI Justice12/5/2018, 6:00:43 PM5 votes

with those scalings building damage would limit him to using one form (the base damages are absolutely horrible and counter intuitive for someone stacking the other form of damage). has a lot of cc and some gucci utility, so his a tank now?

Handy Sandy 12/5/2018, 8:43:26 PM4 votes

this isn't azir anymore, he's not a melee thematically or gameplay wise. might as well create a whole different champion.

He is a long range DPS champion that commands soldiers instead of him attacking. A concept like that alone is complicated enough without having more than one form. His kit's overloaded enough. also, why does he have ad AND ap scalings?

RW is basically a pet now

Hammermancer12/5/2018, 6:31:38 PM3 votes

This jayce otp approves

Düff McWhalen12/5/2018, 2:52:11 PM2 votes

I love this

KFCeytron12/5/2018, 3:06:38 PM2 votes

Riot has already stated that Ryze, Azir, and Kalista have taken up too much developer time and there are no further reworks planned for those champions.

nightwraith king12/6/2018, 1:17:14 AM2 votes

The Idea of Reworking Azir into A form Swapper would be Cool but there Are some points that I feel should be made to more refine your Idea.

  • The first Point is that there is no need to transform that much in a fight with your Idea.

  • This Rework may Alienate the Azir mains Community


I am just going to explain A way to refine the Idea for the first point


What I mean by the first point is that most of the Form Swapper characters have some part of their Kit that makes it necessary for you to change forms. To explain this better lets Separate out the different Types of Form Swappers

  1. The Best Type in my opinion (so the first I will point out) is the permanent type like Kayn, Kha'zixs, and Kai'sa Where wants you Transform there is really no going back the reason people Transform for this type of Character is because it will buff the Champion and avoiding this buff is Choosing to be a weaker character.

  2. The Second are unwilling Transformations Like Kled and Gnar where you don't have a choice in your transformations you will at some point Transform. People have no choice with this type of form swap so they are going to form swap

  3. The final type that I can think of is the Press a button to flip between two forms Like Elise, Nidalee, and Jayce. For this type of form swapper players change between the forms because it flows with the champs Combos. Examples of it would be in the way that Elise's q does Current Health Damage in Human/Mage form and missing Health Damage in Spider/Bruiser form or how Nidalee Triggers bonus damage and effects for her Cougar/Assassin form when landing abilities in her Human/Marksmen form. (Jayce is to complex for my tiny brain so I have no idea what he do)

The Different Damage types as well as how neither form relies on the other makes it pointless to swap forms and ultimately robs the character of an ult and the benefits of a form swap.

A way to remove this problem would be to first change Azir into being entirely an AP champ with little to no AD scalings. The second part would be to make it where one forms excels in one thing but then loses out on what the other form is good at.

To add some synergy into this new kit I would first start by saying what should he do in each form and why does that form need the other. Using this and the fantasy that Azir was Designed under Could help focus the design more. The two big Concepts of Azirs Current Design and Lore as I see it are Being the King of Shurima that United all the Ascended and the Fact that he is good at attacking and defending towers as well as attacking from behind hes team.

The changes that I would make would be to give Azir A better feeling of summoning his armies forth closer to what Yorick is. A big Reason why I would do this even though it would highly be similar to Yorick, Azir would be an APC/Mage combo and to be honest I highly dislike the lack of control Yorick has over his minions and would like to see a champ where you Decide what your minions do and not some semi-decent AI


Using these concepts I would start by making a small Change to Azirs Passive

Passive: INNATE: Azir places a marker above the ruins of all destroyed turrets outside the enemy base.

King of Shurima: Azir Can have a limited number of units summoned to the battle field to assist him in his Conquest of the rift Azir Can summon (3/5/7) units to the battle filed (I would like to add that these are just some numbers that I am making up and would have to be adjusted for Balance)

DISC OF THE SUN: Azir raises the Sun Disc from the selected marked ruins after a brief delay. The Sun Disc functions like a standard turret but gains (15% AP) bonus attack damage. It also grants Azir any Gold gold it earns. The Sun Disc's health decays over 60 seconds and loses 100 armor if Azir dies or moves too far away. Disc of the sun Counts as 3 summoned units while it is active or on cool down.

I would readjust the numbers to make it where the Sun disc is better when Azir is near it and in Ranged form as well as increase the duration a little bit but also increase the Cool down time as well. This would be so that Azir will lose out on attacking power from summoned minions to siege the enemy towers but gain a way to Slow a siege up.


For the Rest of the abilities I just have a Concept and not A full Idea the concepts for the Forms would be while in ranged form you are a Summoner and will prep your forces but will die if caught out where in melee form you are a siege or fighting machine with the main weakness of Azir being AOE Spells that affect all his minions.

For His Ranged form

[Q] would Remain the Same but no hard CC his kit should avoid Hard CC to give him a clear weakness in ranged form

[W] the same but adjusted to fit with passive each sand solider counting as 1 unit and lasting for less time and the soldiers stealing some of your health to make their own like a 3 yours/5 theirs ratio or something I would also make the soldiers single target

Attack: by clicking on an enemy or monster All Soldiers attack one target Then return to Defend Azir if the Target Dies. or Defend: by Clicking on an Ally (to Defend the Ally) or the ground to Defend an Area Soldiers will remain within X units of defended target but will target enemies based off of current tower rules ^^^ not for sun disk

[E] The same as above but each soldier while unable to attack will have an increase in defensive stats but be able to be destroyed so that it is not an ult level skill (yes Anivia is a thing)

Part of his Skill expression could be shown here by choosing where to send your Army due to the fact that you are limited to only controlling them in ranged form or if that is not fun by making it where the Ranged form is more about making an army and not really fighting

For His Melee Form I would Set it up to be Azir is Charging in with his Armies to Bolster moral in this form he would once again access to his fancy footwork but would also be risking himself on the battle field.

[Q] Keep to what you say but AP, AP for life

[W] Change into an AS Buff that spreads out between you and the units you rule except sun disk so If you are alone it gives you 100% but with each solider it gives x% less but each solider gets 25% in exchange so you do more damage the bigger the army but you don't have an overwhelming amount of damage

[E] Make into a simple dash no buffs or anything just you go but give it a 2 charge system


TL;DR

  • Make the form changes a necessity not a hindrance

  • Focus the identity of the character

  • All hail Shurima

Overall I like the Idea of the Rework it just feels like you miss old Aatrox and want to have Azir swap between being Azir and pre-Rework Aatrox Also this could be an idea for a completely new champ

Couldn't find a Good Shuriman emote so All Hail Azir

P.S. Sorry for any Grammar or spelling mistakes.

Z3Sleeper12/5/2018, 11:20:34 PM1 votes

Big no sorry. That's just not Azir.

EROTIC RAID BOSS12/6/2018, 12:10:31 AM1 votes

uhh no

totally misses the point of why people play azir

Glory9712/6/2018, 11:38:03 AM1 votes

I'm not really convinced about this rework suggestion. This should rather be an entirely new champion, but not really an azir rework. As an azir main, i would probably not touch this champion after such a rework, because the rework completly changes the core mechanics and playstyle. There is a reason why azir is my favourite champion and not rengar.

But aside from that, this kit is terribly designed:

  1. The differnt forms are completly stupid if they scale on different aspects. So the gameplay is probably going to be "decide on either ad or ap and unbind your r-button

  2. The ad-scalings are out of this world: Q+E in mealee form have 400% ad scaling. In comaprison: talons full spell rotation (crit-q, both w, and r) has 365% bonus ad scaling. And bonus ad is significantly worse than just ad. With these two abilities alone you can probably oneshot a full tank rammus once you got 2 items.

  3. All the cooldowns are 10, or 20+ seconds at rank 1. That is so incredibly terrible to play in laning phase, because you'll be punished out of the game for even using one ability during laning phase, (not even mentioning waveclear, with such long cooldowns). These cooldowns also dont seem to be appealing for clearing jungle camps.

  4. Meale/Ranges- changing form champions, are in general very unhealthy designs, because they are absolute gate keepers of the meta game. They are incredibly good at certain mathcups: As soon as jayce or gnar are meta in toplane, 10-15 champions become unviable in toplane, because if you play as trundle, darius, garen etc. against these champions you might aswell dodge in champselect.

AscendingHope12/5/2018, 6:19:31 PM1 votes

No please