My proposed Azir changes.
People have been complaining about Azir a bit. In low elo's, he is practically useless, in high elos, he is a slaughter machine.
Anyways these are my proposed changes for him.
Idea/Thematic: The thing about Azir that makes him different from other champions that use pets (
) is that instead of summoning pets and attacking alongside of them Azir summons soldiers and commands them to attack (with his auto attacks). I want to try to focus on this part
NERFS 1.) Increase the cooldown on his Q. Azir should be attacking with his soldier's auto's, not just spamming his soldiers at this opponents in a line. Let there be a distinct gap in between his Q's to make room for counter play.
2.) Remove the slow from his Q. It's not much, but in early game this allows Azir to get a lot of poke. By summoning a soldier and using Q, the slow lets him easily get an extra auto attack in, which can be vital for procing Thunderlords Decree. Since most Azir's build a
anyways, this shouldn't be a huge nerf against him, but it should ease back his zone control/poke in early game.
3.) Increase the cooldown/recharge time of his W. It is kinda annoying when you Azir summons a soldier and Q's you, so you close the gap and then he just summons another soldier.
4.) Remove the ability to cast W on towers to do damage. This just doesn't make a lot of sense and doesn't fit Azir's theme that well.
5.) More reliable indicators on when Azir's soldiers will "melt". The visual effect is cool and all that but its not the most informative. I would want a little decaying white bar (like the ones on wards) to indicate how long they will last.
COMPENSATION BUFFS 1.) Make his soldiers last longer on the battlefield. Instead of them decaying away in a few seconds let them last a little while longer.
2.) Buff his soldiers damage. Try to bring the focus on his offense unto his soldiers. Maybe instead of increasing damage, give them a bit of magic penetration (they are using spears after all).
OTHER IDEAS
1.) Instead of putting his soldiers on a charge system like
or
instead let each rank up of W add a soldier (or perhaps every other rank up. When he casts W, all soldiers are placed in a line in that area (no matter how tactically his places his soldiers, a single Q will ruin it anyways).
1a.)Whenever Azir's casts Q, they move in a way so that they still form a line (like the front line of an army).
1b.)Instead of auto attacks focusing one target and going through that target, one soldier will focus the target and the other soldiers will stab whatever is in front of them.
1c.) Make his ult come FROM his soldiers, instead of himself. Instead of suddenly summoning four to six soldiers from his body and pushing them forward, his already summoned soldiers will pull out shields (or have shields added onto their character models by default) and charge at the enemy knocking them back. (PRO: Azir ults are more predictable. CON: Shurima shuffles are now easier, since he doesn't have to dive the team to shuffle them)
What do you think?