Azir Rework Idea

TechnicMender·2/20/2017, 2:53:08 AM·1 votes·314 views

Alright listen up this is going to be lengthy,

Azir's Issues:

  • Meant to be sustain, has to be bursty o Currently soldiers are built to kill with a few hits on most champs o Soldiers are rather immobile and therefore must get damage off quickly for champs can walk out of range
  • Needs to play safe, but be out playable o As soon as Azir gets ahead he can destroy anyone from afar really fast and can save Q,E and R for protection from divers o If Azir is behind he constantly has to sacrifice his mobility (his only safety) for getting barely any damage off

What Azir aspires to be:

  • Sustain Damage
  • High Skill
  • Nimble
  • Soldier Reliant
  • Versatile
  • Difficult to get to, but easily killable

New Kit:

  • Passive o Gains passive AS based off Azir's level plus still has ability to build a tower.
  • Q o Triple Cast like Riven's Q but has mana cost for each cast o First & Second Cast: If casted when cursor is not on soldier, all soldiers in range dash to location or max range from Azir. If cast with cursor on a soldier or self-casted, Azir dashes to that soldier or nearest soldier. This allows Azir to either dash to a soldier, then another. Or Dash soldiers to one location and then to another. Or Shurima shuffle himself. o Third Cast: Azir stops dashing to a soldier right where he is, only usable if Azir is in motion to a soldier. o Still has old Q dash damage/slow and still has old E shield/damage. Each cast has mana cost and combined cooldown. Such as he can quickly do three Q's within a few sec and then has to wait for 15s (ex. CD) until it comes up again.
  • W o Very Similar to old W o Changes from old W, remove passive AS buff and make the bank of soldiers Azir has the number of stored soldiers go from 1 to 3. o Soldier damage is nerfed to 20% of AP and can stack with every soldier after the first that hits.
  • E o Augments other abilities o E has the ability when casted to change how other abilities work. Has a large cooldown (~30s) and doubles the mana cost of any ability that is augmented. It only augments the first cast of an ability that is next. If casted on an ability that is on CD that ability’s worth of mana is charged and then brought off cooldown and consumes E cast. o Combos and What happens:  E -> Q: Doubles the dash range of soldiers to point or range of Azir to soldiers.  Expected Combo: QEQ which could be to dash Azir to a soldier, then cast E in motion then choose where to send the soldiers with double the range and Azir follows. o E -> W: Creates an Autonomous/Captain Soldier that is no longer controllable by Azir  This Captain will auto attack anything in range with preference given as follows  Champions > Large Monsters > Minions  Any other soldier in range of attacking the same target as the Captain follow that order over Azir’s command  Disappears like other soldiers, after 9s (4.5s under tower) or if Azir gets too far out of range  Same stats as other soldiers o E -> (on cooldown) Q: Brings Q back to ready to use with 3 charges and charges one Q mana cost o E -> (only one charge/cast remaining) Q: Resets Q to ready to use with 3 charges and charges one Q mana cost o E -> (on cooldown) W: Adds another soldier to bank and charges mana cost of a soldier. o E -> R: Adds two more soldiers to ability. See below
  • R: o Still conjures soldiers that dash a wall over Azir, but after they stop moving wall becomes X number of soldiers with a shared target boundary, 9s lives and controllable by Azir or Captain. o Upon R cast, (3/4/5) soldiers dash as a wall in the direction dictated and displace all enemy champs. Just like old R. After coming to a stop, the wall turns into (3/4/5) soldiers that are equally spaced in the shape that they end with and have one big oval shaped target boundary. They all attack together at the same target within their boundary. They can be dashed by Q. They have the same properties as W soldiers. When dashed they stay in their formation. o When augmented by E, the added soldiers increase the width of the wall. This also includes when soldiers are added via upgrading the ability. My Thoughts/Wishes:
  • I always got the feeling from Azir that he should be a mobile mage that is difficult to get to and can deal sustained damage from afar. However, when misplaced or dove upon can be pushed out of the fight or easily killed.
  • However, I did not think he should be able to quickly kill really anyone unless he blows literally everything in his kit or is decently ahead. His current standing is that he has to quickly kill someone and have as much damage as possible so that the 2 or 3 autos his soldiers get off can kill someone. Otherwise most times people can walk away or use abilities to get out of range.
  • That’s why I felt giving him huge maneuverability while nerfing his damage would allow him to do just so. While now he can move around the map very effectively or keep his soldiers on the enemy for more than just 2 or 3 autos, that’s what you want him to do. Be on someone for long periods of time like Swain. But make sure that he doesn’t just blow up someone with two soldiers autoing once or twice like he does now.
  • I do feel that this will give him a lot of bugs again and possible OP in high elos and may need some more balancing but I feel moving the kit to something like this could turn him into what he really was supposed to be. Hope to hear what people think and feedback is fine. I am sure I missed something.

-TechnicMender (SAK) - NA

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