REALLY good idea for an Azir rework (coming from an Azir main)
I think this concept will mold him into the long ranged DPS mage that he was always meant to be.
Q- Conquering Sands
Azir commands ALL sand soldiers to target location dealing 60(+0.3AP) magic damage per sand soldier to all enemies the soldiers pass through on their way to the location. Enemies hit are slowed by 25%. If enemies are hit by more than one soldier the slow is refreshed. Holding Q slows azirs movement speed by 40 percent and gradually increase the casting range of this ability. Cooldown = unchanged. Mana cost = 50 (maybe. I'm not sure what would be good here)
Notes: additional sand soldiers do more damage. a single sand soldier does substantially less damage because the ap ratio is half of what it is now. ability can now be charged up like that of a varus or xerath Q. Plus, the optional charging ability also lets enemies know when he is using his q giving them more time to react.
W- Arise
Azir summons a sand soldier at target location. If Azir issues and auto attack command on an enemy while they are in range of the sand soldier, then the soldier will attack instead of azir dealing 60(+0.2AP) magic damage PER SAND SOLDIER. Soldiers expire after fifteen seconds or if azir get more than 1250 units away. Cooldown = 8seconds level 1. 3 seconds max level with cdr. mana cost = 20.
Notes: similar to his Q, individual soldier damage is vastly reduced but additional soldiers auto attacking the same target are doing 100% damage each opposed to the 25% additional damage debuff that exists right now. his w no longer holds charges meaning it will take him longer to summon more sand soldiers but his soldiers last much longer making him able to spaw up to five soldiers GIVEN ENOUGH TIME; this is very important. I think this mechanic makes azir the DPS mage that he should be. He should want to have really long fights. He should be far away from the fight COMMANDING his sand soldiers to do damage and though he wont be doing damage at the very beginning of a fight if you let him he will CREATE AN ARMY (emperor theme :D) of sand soldies, dishing out an out rageous amount of AOE DPS from afar. He will be able to auto attack with his sand soldiers up to the range in which they expire so basically he can be really far away.
This idea of Azir being weak with few sand soldiers and very strong with many while giving him the ability to summon many over time does a few things:
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Perhaps most importantly, Azirs enemies can look at him and determine WHEN he can do a lot of damage. Right now, when laning aginst azir, he has one soldier up and at any point in time he can q at you for realy good damage, giving his enemies very little time to react and because he can always have a soldier up he is constantly applying tons of pressure. With this change however, azir's enemies can easily determine how many soldiers he has up and with that information they can determine how big of a threat he currently is. Does he have zero or only one soldier up? you probably want to fight him OR you can safely cs. Does he have three or five soldiers up? Then run away....run far far away.
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Themeatically, it fits his character. He is an emperor, commanding an army of sand soldiers. So allow him to make a lot of sand soldiers and make him weak without them.
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Refines his identity as a long range DPS mage that favors long fights. is your team drafting a bunch of tanks that can draw out fights and keep enemies in one general location through attracting a lot of attention or with cc or both? better pick azir.
E- Shifting sands.
Honestly I think this is a great abiltity. It allows him to drift, which in my biased opinion is the coolest mechanic in the game. It is azir's mobility and it is his ability to win trades or 1v1's since it is his only single target ability and yet it is fair because it is a skill shot, meaning it can be dodged. It doesn't do a massive amount of damage but it does give him a shield which allows him to survive longer in the hopes that if the fight lasts long enough he will do enough DAMAGE over a longer number of SECONDS in order to dispatch his foe(s). If anything make sure this ability is used for the shield just as much as it is used for the damage.
R- Emperor's Divide.
I like this ability how it is as well for the most part. I thin not being able to dash over it is realy frustration to play against, as if being knocked back after you alrady dove onto someone isn't already frustrating enough. but I'm pretty much just spit balling ideas here and I thought this might be cool. though keep in mind the changes I feel best about are his q and w.
Azir bekons ALL SAND SOLDIERS ON THE MAP to his side. Azirs soldiers dissolve into the ground where they stood and they appear in a phalanx just behind him which travels 500 units in front of him pushing all enemies back. If and enemy collides with terrain, they are stunned for 1 second. The width of the phalanx is determined by the number of sand soldiers Azir had summoned at the time he casts the ability. The soldiers that became the phalanx have their expiration timer refreshed and behave as sand soldiers once again after the the casting time of the ultimate is over, being able to perform all the functions of normal sand soldiers because they are indeed normal sand soldiers.
Notes: This ability knocks back but does not behave as terrain. if an enemy is knocked back and does not collide with terrain then they can immediately walk through the sand soldiers straight at azir. Once again, Azir uses his actually sand soldiers to use this ability so aftetr they have knocked back the enemy they can then auto attack and be commanded with conquering sands. This allows for double drifting: I can ult and e immediately afterward to dash to the soldier of my phalanx and THEN Q the phalanx a potentially very far distance with the fully charged Q for some pretty serious play making that does require a bit of set up. And the refresh timer on the sand soldiers might be alittle much.