Shift Azir's Early Power Back

Volt Cruelerz·4/19/2015, 3:17:26 AM·7 votes·1,812 views
http://imgur.com/IVcMofy

EDIT: I aplogize for the old picture being defunct. I don't know how to get rid of that message. Just view the new one at the bottom of this post. It's more accurate and prettier anyways. The attached is a simple visualization of power curves.
Yellow: Azir as he is now Dark Blue: Azir as I suggest Green/Red (I'm colorblind): champions that fall off Light Blue: Assassins Black: stereotypical hypercarry

I play a lot of Azir and while he may be my favorite champion, he does have some issues. Right now, Azir's power relative to his opponent has a tendency to spike at levels 2 and 3 and then begin falling off until he starts getting several items completed, causing his DPS to skyrocket. What I'm proposing is the shifting of this power back in level a bit so that he's not so much of a lane bully and thus is not quite so hated to play against. In addition, my proposal should also give him a bit more presence around level 6, making him more able to gank other lanes. It should also make him less prone to things like what happened to FeniX today.

The following changes should be considered in conjunction. Alone, I don't believe they would improve his health.

Health: increase base health from 524 to 544. Health per level reduced to keep maximum health at 1884. Q: Increase cooldown from 10/9/8/7/6 to 15/12/9/7/5.5 W: Increase damage dealt by multiple soldiers from 125% from two soldiers and 150% from three soldiers to 135% and 160%. Reduce recharge time from 12/11/10/9/8 to 10/9.5/9/8.5/8. Reduce spawn to ready time (how long it takes from pressing W until the soldier is actually ready to attack) by 30%.

As a result, he'll be slightly more durable early on but will also be less able to poke at first. Once he hits the point where he's using multiple soldiers to engage, he'll be dealing more damage than he does now. Since lategame he'll be using 3 soldiers instead of 2, he'll still be doing a bit more damage than he currently does, but not a ton. The reduction in recharge time on his soldiers is to allow him a touch more security. Similarly, the reduction in the spawn delay of the soldiers will also give him a bit more chance to respond if attacked. More than anything else though, it's just a QoL change to make him feel less clunky.

Azir is supposed to be a hypercarry, not a lane bully, and I believe these changes would adjust his power to be more appropriate in addition to making him more fun to play as and against, making him a healthier champion overall. Thoughts?

8 Comments

test account4/19/2015, 6:04:57 AM3 votes

Personally, as someone who plays like exclusively mages, I'm kind of ok with this. It's similar to Vlad in a way -- you're strong early on (Vlad because of his early sustain - which begins to fall off around level 3, Azir because of his bullying), then that sort of falls off as your opponent scales up a bit, and then you make a glorious comeback if you can make it through your weak phase. I don't play Azir much at all, but I know that when I do it's that brief, early spike that lets me keep a game going long enough for the whole hypercarry thing to become relevant. If for some reason I'm not able to capitalize on it, the lane feels like a wash and you need a really coordinated team to stall out long enough for a lategame carry who falls far behind to become relevant. I will admit I find him to be really hard to play against in lane, which is what this seems to be targeted towards, but since I've picked him up and started getting a feel for him I've had a much easier time when he shows up -- granted, that's only been in normals so far.

Z Statistic4/19/2015, 3:22:47 AM2 votes

Uh, where does this graph come from? How is it derived? What the hell does the vertical axis explicitly measure? How do we know this is even remotely true?

Raptamei4/19/2015, 8:51:35 AM2 votes

The image you are requesting does not exist or is no longer available.

Séraphiel 4/19/2015, 5:24:19 AM1 votes

first i wanna say Azir is by far my favorite champion and i agree with your idea cause his early laning can be hell either for his oppenent or to himself,if u get going by that lvl 3/2 spike then u may be alright otherwise his early levels combined with how squishy he is is too opressing and u must stall until god know how many items.

and if ask me i can give away some of his lategame power (i said some) and reinforce his early just a bit.