Reworking Azir is going too far
Riot has stated they are likely to give Azir a minor rework. That idea sounds a bit radical. Some buffs would be enough. BTW if I don't mention something regarding a spell assume it's unchanged. Bold means I added it, and anything crossed out has either been removed completely or replaced. I think lots of these seem overtuned, but I tried.
Idea 1: Buff his soldiers damage
Arise! : Azir summons an untargetable Sand Soldier at the target location for 9 seconds, expiring twice as fast while within range of an enemy turret, and expire instantly if Azir moves too far away. Soldiers apply on hit effects.
When Azir attacks an enemy in a soldier's range, the soldier attacks in his stead, dealing magic damage to all enemies in a line. Multiple soldiers can strike the same target, with each soldier beyond the first dealing 25% ->50% damage. Azir can only command soldiers when near them.
This may be broken to have Azir synergize so well with Nashors, but it would make him powerful. This fully shifts his power into soldiers
Idea 2: Overload his kit further, but not too far
Shurima's Legacy: DISC OF THE SUN: Azir raises the Sun Disc from the selected marked ruins after a brief delay. The Sun Disc functions like a standard turret but gains 15% AP bonus attack damage. It also grants Azir any gold it earns. The Sun Disc loses health over 1 minute and loses its armor if Azir dies or moves too far away.
Conquering Sands: ACTIVE: Azir orders all Sand Soldiers to dash toward the target location, dealing magic damage to all enemies they pass through and Slow icon slowing them by 25% for 1 second. Enemies hit by multiple soldiers do not take additional damage, but are Slow icon slowed by an additional 25% per soldier beyond the first. Enemies hit by multiple soldiers take additional damage equal to 50% of the soldier preceding them's damage (third soldier deals 25% damage)
Shifting Sands: ACTIVE: Azir dashes to one of his Sand Soldiers, dealing magic damage to enemies he passes through. If Azir hits an enemy champion, he stops and gains a shield for 4 seconds.~~ SHIELD: 80 / 120 / 160 / 200 / 240 ~~ . -> Shield 60/90/120/150/180+30% AP
Idea 3: General improvements, but not to his damage.
Shurima's Legacy: DISC OF THE SUN: Azir raises the Sun Disc from the selected marked ruins after a brief delay. The Sun Disc functions like a standard turret but gains 15% AP bonus attack damage. It also grants Azir any gold it earns. The Sun Disc loses health over 1 minute and loses its armor if Azir dies or moves too far away.
Conquering Sands:~~ COST 70 MANA COOLDOWN: 10 / 9 / 8 / 7 / 6~~ -> Cost: 60 Mana Cooldown: 9/8/7/6/6
Arise!: COST: 40 MANA + 1 SAND SOLDIER COOLDOWN: 1.5 RECHARGE TIME: 10 / 9 / 8 / 7 / 6 Cost: 20 Mana+ 1 Sand soldier Cooldown: 1 second Recharge 9/8/7/6/6
Shifting Sands: COST: 60 MANA COOLDOWN: 19 / 18 / 17 / 16 / 15 Cost: 50 Mana Cooldown: 15