Azir Bugs/Azir proposed buffs (minor)

Battalion··2 votes·585 views

So i've experienced this in a few games, sorry that I don't record games or I would post some evidence here.

TL;DR: Azir 's Sun Disk (Passive turret)'s first shot targets a minion if there is a minion wave nearby even if there are Champions within the range and damaging Azir/Allies. As well as the E into Q being bugged with only particle effects traveling the distance.

Cool now onto the long verision!:

So I main Azir , I love him despite all his bugs implemented features. I think he's probably one of the most balanced champions in the game that really promotes skill, team decisions, positioning, and quick judgement calls. He's got himself a horribly restrictive early game in the way of damage but makes up for spectacular utility in team-fights and skirmishes!

However I feel like there is some room for improvement! First for his bugs that I've noticed!

**Sun Disk (passive) **: The first shot targets a minion if there is a minion wave nearby even if there are Champions within the range and **damaging **Azir/Allies.

**Arise (W) into Conquering Sands (Q): **On Summoner's rift I sent a face checking combo into the bushes by using Arise! next to the wall near the river bushes in mid-lane. So there is an obstacle via the tapering wall in mid-lane that leads to the bushes. So I use Conquering Sands to launch the soldier over and Past the bushes with plenty of room to spare. However what happens is that the Soldier holds it's ground where it was summoned, though the particle effect around the spear that is given when Conquering Sands is triggered went into and past the bush, not granting vision, and disappearing. No damage was taken only because there was no champions there (or so I think, I had no vision there).

**Now for the obligatory "What I would like to see done to XYZ Champion" **

Passive: Have the damage scale with Azir's AP as well as have a base damage that scales with level, in late game his turret is nothing more than a tickle to tanks and is pretty easy to get dove on. This is my least objection as it does create a good zone control as is, though for raw damage output it's less than spectacular against the brawnier of the opposition. It only lasts for one minute or less and it has a 3 minute cool-down, that's pretty impressive in the way of a cool-down. It feels like it's place is only in the mid-game or when you're against squishy carries.

Conquering Sands: The initial damage could be higher though I think it's in a healthy place as is.

Arise!: It's awesome as is!

Emperor's Divide: I think the length of which it starts should be increased slightly. Maybe about 10-20 units back, it feels like you need to be right on top of the enemy to push them back to the front and it's all too easy to misjudge that. This would create a small buffer zone.

Azir has gone through nerf after nerf, I just think it's time to give the champion a buff. I do appreciate the changes to item 3115 and item 3027 is a pretty beast item. Over all i'm happy with his damage output as he's not meant to be a solo-carry rather a team orientated champion, most of what i'm asking for is a boost to his utility to be more consistent.

2 Comments

outliving382 votes

Azir cant get buffs, but if his numbers can be moved around that would be ok, theres challenger players with an 80% winrate with Azir, this champ is REALLY good, so we cant buff him, only improve on his play

Battalion1 votes

I agree that he shouldn't get major buffs to damage, but I think adding a buffer zone on his Ultimate (Emperor's Divide) wouldn't be too game breaking. Largely I am fine with Azir, except for the bugs, I just think he's a bit too limited on his Ultimate to use in every situation. Though I guess I might be too overzealous trying to be the embodiment of zone control.

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