Suggestion on Balancing Azir
I am an Azir main who started playing Azir on s5, and Shurima shuffled to Diamond last season. However, the constant nerfs places Azir in a unstable position - while I agree the fact that Azir can be strong in the hands of the Pro Players. In the PBE Azir change today - There are a few things that really hit Azir hard, both for the New Players, High Elo Players, and the Pros.
- Base HP lowered from 552 to 500
- W AP ratio lowered from 60% to 40%
- damage changed from [60-160 based on level] to 60/80/100/120/140
- Sand Soldier duration changed from 10 seconds at all ranks to 4/5.5/7/8.5/10 seconds
- E cost increased from 60 at all ranks to 100 at all ranks, cooldown increased from 19/18/17/16/15 to 24/21/18/15/12
Combining these nerfs with the W recast and mana Buff, Azir's pushing power is basically stronger - While his ability to trade in lane, mana costs, and last game fighting power got worse.
I believe the real problem with Azir is his ability to shuffle - both in lane and during teamfights. Therefore I agree with the E mana nerf but I oppose the W rework - Pushing a Champion into a Ziggs-Like pushing machine isn't something healthy.
I believe reworking Azir's E is the key to close the gap between the pros and everyone else. The E's ability to shuffle anytime during teamfight give the pros too much power, while the pro Azirs can efficiently position and spam a bunch of soldiers to AOE, normal players cannot.
Therefore here is my suggestion:
- E (Shifting Sands) cost increased from 60 at all ranks to 60/80/100/120/140 - New effect : Azir cannot cast Shifting Sands if there is more than one Sand Soldier present.
I believe this E rework efficiently lowers the caps for Pro-level team fight, and makes every Azir think about his position before spamming a bunch of Soldiers for AOE in the fights or to waveclear ( and it also removes the confusion for new Azirs about which sand soldier to shift to if more than one sand soldier is present). In return, Azir could get some of his wave clear and early team fight power back.
- W ( Arise! ) Damage to secondary target minions changed from 25/60/75/100 (%)( At levels 1/6/11/16) to 50/75/100 (%) (At levels 1/6/11).
- W ( Arise! ) Now deals full damage to secondary target champions
Thanks for feedback.
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