Fair changes to Azir passive

Bolwinkel··12 votes·933 views

I play Azir most of the time unless i'm not really feeling it at that time. I absolutely love the champion and how he works. Now, as everyone knows, he could really use some loving right now. His kit may look simple (it is) but he is incredibly difficult to master or play effectively. That's for a different post however. Here is what I have in mind.

Make his turret only lose health when Azir is not in the turret's auto range. OR On inhib and nexus towers, make his turrets have a laser.

This isn't any damage buffs, which I wouldn't mind seeing instead, but just a some buffs to make him a little easier to play with the low levels. It doesn't take away his difficulty to play and leaves him kinda in the same spot. I have made posts in the past about buffs to Azir and I'm just trying to see what the community thinks about these possible changes.

11 Comments

Bladerunner77772 votes

I thought this was going to talk about CDR giving him attack speed

Too soon :'(

Rew7112 votes

I'm honestly sick and tired of his W taking majority of the power from his kit. Yes, its the prime focus, but it shouldn't suck his Q and E dry. It just means that Azir just needs one thing, the ability to spam attacks from far away which was his problem (if memory serves) from the beginning. This is something marksmen do, yes, but they also have a kit to fall back on. Azir's turrets are fine. His Q though, is basically a way to allow him to spam his soldiers more, and his E is a way for him to travel a far distance so that he can Q his soldiers at a far away enemy. Heck, he deals damage to turrets directly and gains AS from his W alone. What is the real need for his Q or E (or even his R) besides getting close or away from enemies to spam them with more damage?

I keep suggesting this, just in hopes that someone may look at it and be like "that makes sense". I want to nerf his W so that it instead deals 10xlvl (+50% AD) instead of the %AP. With this, his soldiers will not have that strong late game they always get. Oh, and they'll still deal Magic Damage so that he can't just crit enemies and so that Spell Vamp will still work with his soldiers. Any additional attacks from another soldier will only deal 50% of the damage, so 3 soldiers deal twice the amount but only 100% of his AD at most. His W still contains the AS boost, the AP damage to turrets, and how much damage his passive deals (if that is still attached).

I'm hoping that this will allow his Q to deal 50% additional damage per extra soldier and for his E to get a 50% AP ratio attached to his shield. I also hope that we can buff his R to hit people from behind them better and send them in front of him.

LittleBlast1 votes

Im sorry but that would be horrible. It would turn azir to either a subpar ad dps champion or a burst mage. Neither of which are azir.

Bolwinkel1 votes

FIrst, that would only give him a 35 damage buff to his soldiers base damage, and that's when he is level 18. Azir already has very poor base damages on his abilities which is why he does the damage he does in the late game. Second, He's ap, not ad. Overall this would be a huge nerf to someone who already has a low win and pick rate.

Edit: I'm sorry, I was looking at his q stats, not his w. Still, this would be a huge nerf to Azir for the sole reason that he is an AP mage. He's not supposed to be built AD.

Rew7112 votes

I'm sick of his lack of power. I hate that its easier for me to pick up a AD Teemo than it is for a AD Azir. Teemo has more variety because he can blind (Q), burst AS (P), slow + poison (R), add damage + more poison (E), and have great mobility with his W. Azir doesn't have much in the uses for the Marksman role, and can only play poke mage when he goes bot. Its sad that Mages like TwistedFate and Kennen can use AD and still have strong kits.

I sometimes also think that Azir could still have his 40% AP on his soldier damage, but I really want to implement AD. Not just for the sake of it, but because his kit isn't strong as it should be. This is basically a typical Azir build. WQEQQRQWQWRWWEEREE If we were to put more power back into his Q and E, this may not be the same. We may see more people level E more in the middle because it won't be useless anymore, and less of a need to level the W.

blfUvZ8Ybu1 votes

Yes.I agree.But I think her e skill needs some buffs.

blfUvZ8Ybu1 votes

I think Azir's e skill is completely garbage.

Bolwinkel4 votes

Yes, I can agree. I believe it should have some sort of AP scaling on it's shield but that's for a different post.

AwesomeChad1 votes

I agree with making his turret only lose health when hes not nearby. The turret stops the minion wave from advancing but players can move around it to get to the enemy's turrets/inhibs. So his passive feels like a turtle ability therefore, this change is fair.

Apocyliptic1 votes

No.... Just no. Azir, for what the Champion is, is fine. He is incredibly hard to play and takes patience (time to ramp up) thus giving him a low playrate and a high winrate wiht 125+ games played.

I know, I've got a 75k mastery score on him, making him my third most played champion. He may need a buff, but what you are asking is absolutely insane.

I think a step in the right direction would be giving his e a knockup.

Bisaknosp1 votes

they should give him his knock up on his e back thats all he needs (i dont even know why they removed it)

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