Azir- 6.11 did not address his issues

Fakerr·6/20/2016, 5:39:51 AM·49 votes·11,089 views

Before you think this is a rant after facing a fed Azir, let me tell you I main the damn champ. He's my most played champion this season. I have a 74% win-rate with him in ranked and I don't even play that much ranked. I have almost 6K normal games and I'm pretty sure my normal game win-rate with Azir is even higher. I love the champ. I think he's one of the best designed, skill-oriented champions.

However, he is extremely reliable and extremely powerful in the state he is right now. His early game punish is immense. He has incredible scaling. Tons of CC, especially if you get Rylai's. And so much mobility and teamfight presence. In the current meta, especially after the ADC item buffs, Azir is the only viable and reliable DPS mid-laner barring except MAYBE, maybe viktor.

When playing Azir vs- Zed/talon/yasuo- take exhaust, seeker's first item, win lane early due to range and poke, late game- outscale him Fizz/leblanc/akali/ekko- Take barrier/exhaust, stinger in to abysal, win lane early, you'll outscale him ori/syndra/lux/viktor/ryze/ziggs/xerath/zilean/vel'koz/tf- Take tp or barrier- destroy them in lane with your range and their immobility, outscale them annie/veigar/liss- take cleanse to negate cc, win lane due to range, outscale late game

One of the main reasons his winrate is low is he does require skill, and not just mechanical, people need to play to his strengths macro wise too. That's why in high elo and in the LCS he's so popular. Faker has had the champ banned in all the last few games. Every time it's open he goes for it.

The 6.11 changes did nothing. Yes its a nerf. But it did not address the core issues of his over-poweredness which are-

  • Mana- Early game yes he drains mana, but the later the game goes, he simply does not run out of mana even without having any mana or mana regen items, by nerfing his mana regen or mana pool you can make ROA or morello a core item or at least make you run mana regen runes which will reduce his incredible power
  • Arise dmg- I feel the biggest problem with him right now is that his W- Arise does way too much dmg, especially in the late game, there definitely needs to be some sort of nerf in the dmg (Scaling or base)

I feel those 2 are the core issues regarding Azir's power right now. And not the 6.11 changes, which barely does anything to affect his overall gameplay.

140 Comments

Votable Jester6/20/2016, 5:57:57 AM12 votes

I think the purpose of the 6.11 changes was to remove extraneous power from his kit. This enables him to maintain his core strengths (aoe dps) while getting rid of the stuff that just feels tacked onto his abilities.

I'm not sure whether or not he needs nerfs still (it's hard to tell without seeing him all the time), but if he does, it should be easier for them to bring that in line with all the random parts gone.

manbearswine6/20/2016, 9:41:22 AM8 votes

{quoted}

I think he's one of the best designed, skill-oriented champions.

I mean, this is kinda contradictory with the rest of what you're saying.

Let's face it: his kit is all over the place, he is actually VERY poorly designed, sure his skillcap is high, but his kit makes no sense, the last set of nerfs made it a bit more sensible, but it is still completely all over the place.

He needs to lose mechanics, but players generally don't like giving those up(and well, who can blame them), the problem is he should've never been released with such a kit, hence he is VERY poorly designed.

FioraWillCarry6/20/2016, 11:51:01 AM4 votes

Why do people say he has no mana problems ? I rush Tear on him now, that's how bad it is. I used to rush ROA or Morellos but even then its not enough especially after ROA nerfs. He is just useless without some kind of mana item, especially early game. 2 good W-Q pokes and he's OOM.

EROTIC RAID BOSS6/20/2016, 3:51:00 PM4 votes

I find it weird people point out azirs early game damage as the main problem when early game he can buly but has very low kill potential.

Personally I think it's crazy that were still looking to nerf a champ with a low af win rate. He is strong in experienced hands but you can say that about viktor or vlad or ask the other mid laners that are definitely getting lcs play rn.

But if you want to tackle him having too many strengths, it's probably late game scaling or q or e range that should be looked at.

BlastaMastaFlex6/20/2016, 5:04:23 PM3 votes

I don't play Azir and mid is only my second roll, so I don't play against him often but I have always thought the problem with him is that his early game is to strong for having such a strong late game. So it got me thinking of ways to balance it, I was thinking that Azir mains would probably prefer that he doesn't lose his late game power.

I came up with an idea that will keep him exactly the same as he is currently gameplay wise but delays his late game and making his early/mid not as oppressive. This tread is the perfect place to see what some Azir mains think about the change.

Anyway what would you guys think if Azirs auto's with his soldiers cost mana instead of when you summoned them.

So it would read like this:

Arise!

Cost: 0 Mana Range: 450

Azir summons a Sand Soldier to attack nearby targets for him, replacing his basic attack against targets within the soldier's range but costing mana. Their attacks deal magic damage to enemies in a line. Arise! also passively grants attack speed to Azir and his Sand Soldiers.

Mana cost per auto: 20/25/30/35/40 Mana._ (Cost remains the same regardless of how many soldiers attack)_ Passive: Gains 20/30/40/50/60% attack speed. Active: 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 0 (+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 {{ maxammo }} Sand Soldiers at a time. A new soldier becomes available every 0 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.

Now the mana cost per auto could be a static 30 regardless of rank but either way I think this would mean you would have to choose between harassing or farming early or you go oom and probably have to build a item 3070 / item 3027 to deal with the mana costs delaying the powerspike of item 3115 / item 3116. This keeps is late game unchanged but weakens his early/mid.

So do you Azir mains think that this would work or completely wreck him?

SlashStriker6/20/2016, 7:55:13 PM3 votes

meanwhile certain champion got 2 seconds stun on low cooldown single target ability. Guess who is that champ

How to get 40% cdr on AD fighter item 3078 + item 3110

RavensCapsOs6/20/2016, 8:21:19 PM3 votes

I have almost 6K normal games

Honestly..I really really enjoy this game. But if a person has played 6000 games with just ONE champion. That is insane and so unhealthy. I don't mean for Riot, or the Ranking System. I mean unhealthy as a human being. If every game was exactly 30 minutes, that is 125 days. Please go outside.

RcGjWO640w6/22/2016, 1:24:12 PM2 votes

In my personal experience as an Azir main, the trick to countering Azir is simply to abuse his cooldowns. All of his abilities have fairly long cooldowns at the early levels, which means he's forced to make the choice of using them for harass or saving them for that "oh shit!" situation. A lot of his early power relies on his aggressive early game, but if you can catch him out with his Q down, that's a ton of damage that he can't hit you with. If you get inbetween him and his soldiers, he has nowhere to go except for back toward his tower. Combined with the fact that he's incredibly squishy, he becomes very easy to burst down with most level 4 combos and an ignite, honestly.

Fizz is a champion who literally has everything in his kit to hard counter Azir. A targeted dash that get him both out of his soldiers range when Azir Q's and puts him in his face. An AA steroid that does massive damage. An invulnerability that makes him immune to Azir's ult, not to mention even if he's pushed back by the ult, Fizz can E OVER it regardless.