Azir Rework idea for hypercarry & battlemage
Hypercarry Passive: Will of the Emperor: Azir gains bonus attackspeed from cooldown reduction. Passive: 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 40/35/30/25/20 Cooldown 5/4/3/2/1 Azir sends all Sand Soldiers towards a location. Sand Soldiers deal magic damage to enemies they pass through and apply a slow for 1 second. Azir sends all Sand Soldiers towards a location. Sand Soldiers deal 65/85/105/125/145 (+20% Ability Power) magic damage to enemies they pass through and apply a 25% slow for .25/.5/.75/1/1.25 seconds. Enemies hit by multiple sand soldiers will have the damage reduced by 75%, the slow will stack.
Arise!: Cost 40 Azir summons a Sand Soldier for 9 seconds. When Azir attacks an enemy in a soldier's range, the soldier attacks instead of Azir, dealing (+60% Ability Power) magic damage to enemies in a line. If multiple soldiers strike the same target, each soldier after the first deals 25% damage.Azir can store up to Sand Soldiers at a time. A new soldier becomes available every 10 / 9 / 8 / 7 / 6 seconds.Sand Soldiers can attack targets outside of Azir's basic attack range.Sand Soldiers deactivate if they are too far away from Azir.Sand Soldiers expire twice as fast when near an enemy turret. Arise! can be used on towers to deal 60-230 (+.4 AP). Summoning range scales with rank from 200/300/400/500/600 Arise may apply on hit effects, as well as spell effects.
Shifting Sands Cooldown 17/15/13/11/9 Cost 100/80/60/50/40 Passive Azir gains bonus movement speed (10/20/30/40/50%) and ghosts depending on how many soldiers are out, also the range Azir's soldiers will be able to controlled from as well as their duration is increased (9.5/10/10.5/11/12) Range (900-925-950-975-1000 Active Azir gains a shield that scales for 80/160/240/300/340 (+50% AP) for 4 seconds, Once Shifting Sands expires or is reactivated it will explode, dealing 40/60/80/100/120 (+30% AP) to all enemies around him, it will also root all enemy units around azir for .5/1/1.5/2/2.25 second(s) and Shifting Sands passive is briefly granted to him for 5-10 seconds (depending on how many enemy champions were rooted by Shifting Sands.
Ultimate: Emperor's Divide Passive: Zone Control passively, Azir can hold up to 2 more soldiers in his Arise! stock. Also, If a dash ability is used in a 300/400/500 range around Azir a Soldier will erupt out of the ground, charging forward, blocking the ability, and pushing them back. Once the passive has been activated it will not happen again for another 30/20/15 seconds.
Active ACTIVE: Azir calls forth a phalanx of soldiers from behind him, or another allied unit in a 700 range charging forward in the target direction. COOLDOWN: 160/120/80 WIDTH: 4 / 5 / 6 soldiers When the soldiers finish their charge, they stand as a wall for 5/7.5/10 seconds, blocking enemy champion movement and dashes. These soldiers are static. Enemies impacted by the charge are dealt magic damage and knocked back. Allies and Azir can pass through the wall. MAGIC DAMAGE: 150 / 225 / 300 (+ 60% AP)
I tried to put a lot of thought of instead of giving him the ability to dps and engage, the ability of complete zone control and to fix his problem of lategame when it wouldnt matter if you ulted someone back because if you got jumped on 9/10 times you were dead. His new E and ultimate passive fixes that. Protecting you from assassins and letting you get away if you ever were to get jumped on, I wanted to add a bit more utility to the ultimate, allowing you to cast it on your allies in case they are in trouble in order to peel for them.
Now here's the battlemage half
** Passive: Shuriman Protection:** Azir gains bonus AP through the amount of health he has. ** Passive: Legacy of Shurima:** INNATE: Azir places a marker above the ruins of all destroyed turrets outside the enemy base. 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 50/40/30 health each second and loses its armor if Azir dies or moves too far away. The Sun Disc's health, armor and MR scale with azir's own stats, having more health gives it more health, and having more AP gives it more armor and magic resist. While underneath the Sun Disc Azir gains the ability to hold 1 more soldier and allied minions are empowered by walking near it.
Conquering Sands RANGE 600 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. MAGIC DAMAGE: 70/85/125/150/175 (+ 50% AP) Enemies hit by multiple soldiers do not take additional damage, but are slowed by an additional 50% per soldier beyond the first.
Arise! PASSIVE: Azir permanently has bonus attack speed. He also has a stock system for this ability; he stores a Sand Soldier periodically, up to a maximum of 2 stored at once. BONUS ATTACK SPEED: 20 / 30 / 40 / 50 / 60% ACTIVE: 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. 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% damage. Azir can only command soldiers when near them. RANGE 400 Arise may apply on hit spell effects
Shifting Sands RANGE: GLOBAL COST: 60 MANA COOLDOWN: 19 / 18 / 17 / 16 / 15 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, knocks up the enemy champion for .5 seconds and gains a shield for 4 seconds. MAGIC DAMAGE: 60 / 90 / 120 / 150 / 180 (+ 40% AP) SHIELD: 80 / 120 / 160 / 200 / 240 (+40% of max HP)
Emperor's Divide RANGE: 250 COST: 100 MANA COOLDOWN: 140 / 120 / 100 Passive Having more soldiers out gives Azir additional MR & Armor 30/40/60 ACTIVE: Azir calls forth a phalanx of soldiers from behind him, charging forward in the target direction. WIDTH: 5 / 6 / 7 soldiers When the soldiers finish their charge, they stand as a wall for 5/6/7 seconds, blocking enemy champion movement and dashes. These soldiers are static. Enemies impacted by the charge are dealt magic damage and Airborne icon knocked back. Allies and Azir can pass through the wall. MAGIC DAMAGE: 150 / 225 / 300 (+ 60% AP) if Emperor's Divide is cast while under Shurima's Legacy, Emperor's Divide as well as Arise!'s duration is extended dependant on Azir's bonus health.