Azir

Frozne·1/9/2017, 3:25:13 PM·6 votes·962 views

Ok well I really don't know how to start this thread off but as we all know Azir has had an extremely strong record in competitive play, he was a pretty unique champion functioning around his soldiers and having only one ability to start level 1 as well as 2 passives. However those days of glory are over and he's pretty much a bottom of the barrel champion right now. Riot trying to buff him very slightly because one mistake will result in the nightmare of the past 2 seasons, we all know that he's had a large amount of mechanics to him removed (Shifting Sands(E) Knockup, CDR-AS passive, W turret bombing, etc.) So I was brainstorming a couple of changes to him and I want your opinions on them (Maybe a rioter too please?)

1. E knock up

While this was a pretty broken mechanic it was on an overloaded champion to begin with, and at the current moment he has no incentive for playing aggressive, especially with the change to removing the bonus health shield granted on shifting sands. Adding this back in will not only reward an Azir for going to all in with the shurima shuffle but also add in a bit more outplay potential with his kit in early lane trading and mid game skirmishes.

2. Duration increase on Emperors Divide

Now previously it was much much longer than it was right now going from 5/6/7 scaled by rank to a flat 3 at every rank. In my opinion I feel like this was extremely overboard and it should be no problem to revert it to 5/6/7 or even put it to 3/5/7 to keep his early game weak but scale back up to late game since that is what he's supposed to be in the first place, not to mention the item 3116 nerf hurt him way more than a couple of small tweaks to soldier damage values from 9-15.

3. Give Azir a real passive

Now let's be honest here, Shurima's Legacy is most definitely NOT a passive, it's an active. Now in the past Azir did have a real passive but was removed as a part of his extremely overloaded kit, reintroducing the passive now with a couple of number tweaks or even a completely different one should be welcomed if you compare old to the one right now. Maybe give him some benefits to the amount of soldiers he has out currently. Such as additional damage on the q if 2 or more soldiers hit a target with it (reduced damage of course), reduced mana cost with 3 or more, and maybe a q projectile speed increase with 4 or more (which will add in more dps time since you will be able to repostition his soldiers faster) of course the best would be saved for last since you can only keep up 4 soldiers up for about 3-4 seconds.

4. Give Azir and allies beneficial effects while near Shurima's Legacy

Now Azir's sieging potential was extremely strong with the w bombing on towers and his previously extremely oppressive nature of the champions kit as a whole, but since Shurima's Legacy only lasts 1 minute excluding minion aggro on the tower, you could possibly add in effects like mana regen and hp regen while near it? Of course it would be nowhere near as strong as near the fountain or something like that if not his allies maybe you could give Azir a shield while near it (sort of like season 5's 2nd tier turrets).

5. Buff Shifting Sands's shield strength, and add in an AP ratio on it

As I'm pretty sure all of us can agree the shield from shifting sands is quite mediocre, even before the change with the bonus HP scaling just as riot said, it felt bad to not utilize Shifting Sand's shield to its fullest potential. what I always hated about his E is that its shield is always forgotten because the fact of the matter is a scaling 80-240 shield is very useless sure it will help a tiny bit with early game trades but you're giving up your only escape from a gank for something so tiny and pathetic. Not to mention since now we max it last due to the CDR-AS passive removal a 240 shield late game wont save you from anything and is highly situational. As such I suggest an increase to shield strength and possibly an AP ratio added onto it (maybe 0.2-0.3) it will certainly help him trade in lane, help a more aggressive playstyle like the E knockup but without the no counterplay from the knockup.

Thank you for reading my suggestions and please comment down below as I really want to hear about what everyone thinks about the Azir suggestions as I am an Azir main and I really want him to be played more and see more back on the rift!

9 Comments

Dabrick011/9/2017, 4:28:10 PM2 votes

I really want to see Azir back too. They have stated in the past that they can't keep him the way he is though. He is either going to be a tanky, mid-range, battle mage going in with his soldiers or a long range sustained poke mage. The Midrange battle mage idea would mean that he will end up sacrificing a lot of range and a bit of dmg in his kit for utility and his Shurima Shuffle. The sustained poke mage would mean that he sacrifices a bit of his utility and his Shurima Shuffle for dmg and range.

They problem is, if they keep him the way he is now, he is too unstable. He has the same problem as Kalista does. Their kits have too much Utility for the fact that they are high dmg. They either have to be high dmg or utility. I personally want Azir to be a high range poke-mage and I don't personally care for the Shurima Shuffle. All I want is for him to be balanced as he is really fun to play.

Your changes are good, but they may not be viable. They want him to be either utility focused or damage focused. Changing some of his passives around may help, but it may not be possible with the fact that his kit is dmg and utility based now.

Lauchmelder1/10/2017, 1:27:48 PM1 votes

Used to main him and now coming back to him.

They should rework his E in a way that still makes the Shurima Shuffle possible. Last season I played him for about 200 games (picked him up fairly late into the season) and my least used skill was his E. Not the ult like on most other champions, it's an ability he has access to starting at levels 2-4.

His lategame's kind of ok'ish right now, it's just the time he needs to get there that's a problem. Games end at 20-25 minutes most of the times now, because it's just a "gg ff20" meta. If you farm well you can have Nashors and Rylais at around minute 25, which is when he slowly starts to become a threat.