[{quoted}](name=The Deckowner,realm=NA,application-id=3ErqAdtq,discussion-id=f4TA20An,comment-id=0005000000000000,timestamp=2016-06-30T03:09:24.496+0000)
The nerfs were not on point, like who give a fuck about 2 second less wall duration all you need is the knock back anyways.
Uhm.
2 seconds in a teamfight at high level play against a dive comp is actually pretty significant.
When you acknowledge the fact that they aren't that strong, and both champions are deemed " zone control " for a reason, and understand how the kit works they aren't that strong. They're just GOOD at what they do.
Buh, since you're being complicated:
V6.11
Arise!
REMOVED: Casting on top of turrets to damage them.
Emperor's Divide
Wall duration reduced to 3 seconds from 5 / 6 / 7.
REMOVED: Bonus movement speed to allies or Azir on pass-through.
V6.6
General
BUG FIX: Azir would automatically start moving after issuing a Sand Soldier attack command.
Arise!
REMOVED: Sand Soldiers applying Fervor of Battle (removed in V6.5)
March 11th Hotfix
Arise!
BUG FIX: Sand Soldiers beyond the first now properly deal less damage when attacking the same target.
BUG FIX: Sand Soldiers' attacks will no longer fail to deal damage to their original target if Azir directs his soldiers to switch to an out-of-range target during their in-progress attack (targets that move out of range will still avoid damage)
BUG FIX: Azir is no longer briefly locked out of his abilities if a Sand Soldier's target dies mid-attack.
V6.5
General
BUG FIX: Fixed a bug that allowed Azir to queue up basic ability combos without sufficient mana for all involved abilities.
BUG FIX: Fixed various cases where Azir could unintentionally cancel or be entirely locked out of his basic attack.
BUG FIX: Azir's abilities can now be queued during basic attacks.
BUG FIX: Sun Discs now appear on the minimap.
Arise!
BUG FIX: Now properly triggers a 1.5 second internal cooldown when used on turrets.
V5.24
Arise!
BUG FIX: Azir would perform his attack command before his soldiers had finished spawning.
BUG FIX: Soldiers that hadn't finished spawning would perform an attack.
Shifting Sands
Azir will now move with soldiers to their endpoint even if he catches up to them while traveling.
V5.23
General
Azir's spellcasting smoothed out when rapidly chaining abilities together.
Arise!
Attack-moving will now interact with Azir's soldiers.
V5.22
Emperor's Divide
Fixed a bug where Azir and his allies could be pinned to his wall as a result of abilities that collided with terrain.
Fixed a similar bug where an allied Gnar couldn't GNAR! wall-stun using the phalanx.
Fixed a bug where an allied Sion couldn't Unstoppable Onslaught charge through the phalanx.
V5.20
Emperor's Divide
Soldier starting position increased to 325 units behind Azir from 175.
V5.18
Emperor's Divide
No longer pushes back/damages Zz'Rot Portals
V5.17
Stats
Movement speed reduced to 325 from 335.
Conquering Sands
REMOVED: Additional damage per soldier. The slow is still reapplied.
Arise!
REMOVED: Sated Devourer will no longer cause a phantom attack to occur alongside his soldier attacks.
NEW EFFECT: Sated Devourer will now cause his soldiers to attack twice.
Fixed a bug where two soldiers attacking slightly out of sync would each deal full damage, even on a single attack.
He has been bug fixed or nerfed every patch for the last 10 cycles.
Buh, like all Silvers I know, you're probably going to dismiss this as OPOP and ignore me.